Practical Tips to Integrating Gamified Learning Jimmy Bussiere and Tim Oberlin
Agenda
Definition of Terms
Context for Application
Applying Gamification
Course Showcase
Storyline Showcase
Definiton of Terms
Gamification is:
- "The use of game elements in non-game contexts to meet goals and solve problems."
- "The use of game elements to increase student retention, engagement, and learning outcomes."
Other Terms:
- Use system of game elements as presented by Werbach and Hunter (DMC Pyramid)
- Increasing engagement, motivation, and perception are the key reasons for use
Context for Application
About Liberty University:
- ~100,000 students with 1,200 courses offered
- Residential and Online presence, regionally accredited
- Associates through Doctorate, 245 online degrees
- Primarily serve adults between 25 and 45
Course Goals:
- Use gamification to teach and display gamification
- Tailor applied gamification to asynchronous, non-traditional online learners
- Engage SMEs through interactive presentations
- Only use applications and tools that were available for SMEs to use in their own courses
Difficulties:
- Best examples are in synchronous K-12 education and the business world
- Few examples for adult and non-traditional learners
- Most examples are highly technical, very gamey, or full-course conversions
Applying Gamification
First Steps:
- Convert best practices from business applications and ideas to higher education
- Find examples of game elements already commonly used in online higher education
- Determine best method for equipping SMEs to gamify their course
Results:
- DMC Pyramid graphic displaying elements
- The 12 Steps of Gamification
- Focus course on critical thinking and decision-making in using game elements