Download as pptx, pdf, or txt
Download as pptx, pdf, or txt
You are on page 1of 27

A Social Gamification Framework for a K-6 Social Network

Jorge Simes, Instituto Superior Politcnico Gaya, Portugal Rebeca Daz Redondo, Universidad de Vigo, Spain Ana Fernndez Vilas, Universidad de Vigo, Spain

3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM

A Social Gamification Framework for a K-6 Social Network

Motivations

for

research

in

Game-based

Learning

and

Gamification of Education.

How Game-based Learning has been applied in schools. Gamification and Social Gamification: definitions. Research guidelines and main features for a social gamification
framework.

Applying social gamification in a social learning environment. Conclusions and Future work.
3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM

A Social Gamification Framework for a K-6 Social Network

Young people today grow up immersed in a myriad of digital devices, thinking and processing information in a radically different way from their predecessors.

3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM

A Social Gamification Framework for a K-6 Social Network

They share common interests... They need new ways of learning that are more interactive, participative, engaging and individualized.

http://www.mackcollier.com/how-much-does-socialmedia-cost-in-2011/

3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM

A Social Gamification Framework for a K-6 Social Network

Young people like videogames

Teachers face a problem

and

Use Solution ? videogames in schools

We got students engaged in school activities

Young people dont feel motivated by school

Game-based Learning

3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM

A Social Gamification Framework for a K-6 Social Network

Approaches to Game-based Learning:


Using commercial off-theshelf videogames Contents are limited and may not be complete and accurate Require large budgets to compete in quality with commercial videogames

Using serious games

Put students building their own games

Need for teachers with expertise in game design and game development

3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM

A Social Gamification Framework for a K-6 Social Network

Another approach
Young people like videogames

and

Using game Solution ? elements in learning activities

We got students engaged in school activities

Young people dont like school

Gamification of Education

3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM

A Social Gamification Framework for a K-6 Social Network

Gamification
The use of game design elements in non-game contexts, to drive game like engagement in order to promote desired behaviors.

(Following definitions by Deterding, S., Dixon, D., Khaled, R., Nacke, L. (2011). From Game Design Elements to Gamefulness: Defining Gamification. In Proceedings of MindTrek 2011 and Bunchball, Inc.: Gamification 101: An Introduction to the Use of Game Dynamics to Influence Behavior (2010) )

3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM

A Social Gamification Framework for a K-6 Social Network

Gartner Hype Cycle

http://www.gartner.com/hc/images/215650_0001.gif

3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM

A Social Gamification Framework for a K-6 Social Network

Before 2010 the word gamification had never been searched into Google
3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM

10

A Social Gamification Framework for a K-6 Social Network

Social Gamification
The use of game design elements from social games in non-game contexts, to drive game like engagement in order to promote desired behaviors.

Video games

Gamification

Social Games

Social Gamification

3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM

11

A Social Gamification Framework for a K-6 Social Network

Gamification

The use of game design elements in nongame contexts, to drive game like engagement in order to promote desired behaviors.

3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM

12

A Social Gamification Framework for a K-6 Social Network

game design elements


also known as Game mechanics Game dynamics Frameworks Gameplay mechanics Game thinking Game attributes Game metaphors
(list of game mechanics in http://gamification.org/wiki/Game_Mechanics)
3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM

13

A Social Gamification Framework for a K-6 Social Network

non-game contexts
Education: High potential for the application of gamification. Schools already use several game elements: Points for completing assignments Points translate to badges (grades) Rewards for desired behaviors Punishments for undesirable behaviors New level at the end of an academic year

Lee, J., Hammer, J.: Gamification in Education: What, How, Why Bother? Academic Exchange Quarterly, 15(2) (2011)

3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM

(see Extra Credits: Gamifying Education Video)

14

A Social Gamification Framework for a K-6 Social Network

game like engagement


Using game elements does not translate directly to engagement

http://progresswars.com/

RQ1: how can social gamification help educators and schools to motivate students?
3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM

15

A Social Gamification Framework for a K-6 Social Network

desired behaviors
How and under what circumstances can game elements drive learning behavior?

RQ2: how effective is the use of social gamification in education?


3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM

16

A Social Gamification Framework for a K-6 Social Network

Research Guidelines:
Identify the most common game elements that are present in social games;
Choose a set of those game elements for implementation in a K-6 social learning environment;

The platform will then include a set of gamification tools that will be used with two purposes:
Improving users loyalty and motivating them to a more active use of the platform. Enable teachers to set up gamified and personalised learning activities.

3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM

17

A Social Gamification Framework for a K-6 Social Network

The framework should enable teachers to:


Allow repetead experimentation; Include rapid feedback cycles; Adapt tasks to skill levels; Increase tasks difficulty as students skills improve; Break complex tasks into shorter and simple sub-tasks; Allow different routes to success; Allow the recognition and reward by teachers, parents and other students.
3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM

18

A Social Gamification Framework for a K-6 Social Network

Behaviors and Attitudes:


Motivate and engage students in their learning processes; Allow students to try new identities and roles;

Develop a school-based identity;


Motivate students to improve their skills with social rewards and other incentives;

Help students to deal with failure as part of the learning process;


Allow students to experience flow when learning a subject or performing a school activity.

3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM

19

A Social Gamification Framework for a K-6 Social Network

Context of Use

The social gamification framework to be provided with the ongoing research work will be tested with an existing social learning platform:

schoooools.com
3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM

20

A Social Gamification Framework for a K-6 Social Network


The platform was especially designed for 6 to 12 years old children.

Goals: empower children, preteens, parents, and educators to benefit from the enormous educational potential of Web 2.0 and social networks.
3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM

21

A Social Gamification Framework for a K-6 Social Network

Schoooools.com Main Features:


Personal Learning Environment (PLE) interoperable with traditional LMS; Wiki-based, simple, easy to use, open, organic, collaborative, fun, Web Social, Web 2.0: email, blogs, wikis, chat, social networks,

social bookmarking,
Collaborative editors: text, drawings, cartoons, newspapers, music, radio, video, movies, TV, games, ...

Simplicity, usability, accessibility, security, privacy.

3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM

22

A Social Gamification Framework for a K-6 Social Network

Gamification Features by User Profile

3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM

23

A Social Gamification Framework for a K-6 Social Network

Other Existing Gamification Services and Products

3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM

24

A Social Gamification Framework for a K-6 Social Network

Conclusions:
the popularity of video games and the existence of a generation of digital natives who are also gamers; Social games brought new types of players especially those who are motivated by social interaction, participation and knowledge sharing; One step beyond GBL, gamification emerged as a new trend in the last couple of years; Finding how to apply social gamification in education, as an alternative approach to GBL, and validating its application are the main goals of our work
3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM

25

A Social Gamification Framework for a K-6 Social Network

Future Work:
Implement the proposed social gamification framework; The framework will be a step-by-step guide in designing socially gamified

learning contents;
A social learning environment - schoooools.com - will provide a set of gamification tools, organized as a dashboard to help teachers to set,

personalise and deploy gamified learning contents;


Test and validate our work with the participation of students, parents and teachers;

Contribute with empirical evidence about the use of social gamification.

3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM

26

A Social Gamification Framework for a K-6 Social Network

Thank you,

Jorge Simes, Instituto Superior Politcnico Gaya, Portugal jsimoes@ispgaya.pt @jmapsimoes http://pt.linkedin.com/in/jmapsimoes

3rd International Conference on TECHNOLOGY ENHANCED LEARNING, QUALITY OF EDUCATION and EDUCATION REFORM

27

You might also like