This is it. It’s the final presentation. Liz “The Lady in Purple” Lawley, hailing from the Rochester Institute of Technology, is gonna blow some minds with Gamification.
Gamification
She don’t like the word. But the application of game mechanics to non-game environments is prety important and awesome. People say “it’s the big trend”. There’s gonna be some video clips. I’ll try to sum them up, but Liz’s slides should be available.
Video 1:
Gamification has issues because they’re not being done by skilled game designers. Gives exp instead of grades to level up grades. It worked. But so many points… but what if they can be really designed. He’s excited in a good way.
Video 2:
Bullshit is used to conceal or impress.. used to hide ignorance. Gamification is, therefore bullshit. Gamification is marketing bullshit as a means to capture video games and domesticate it. Bullshitters aren’t stuped. The term makes games accessible to business. It’s reassuring to VPs and marketers.
-ification is bullshit and makes things seem easy and “proven”. Sebastian Deterding is talking about Scrabble and says that points or leaderboards aren’t bad, but it matters what you’re using them for. If all it matters is jumping through a hoop, it’s no good. If they allow you to reflect on your own successes and feel good, then it’s powerful. In scrabble you feel good getting a lot of points because you did something difficult and someone recognizes it.
“Achievements should be given for being awesome”. We should get achievements for the cool stuff we do. It sounds easy, but it’s tough to do well. To do it without making people feel manipulated or being just one more thing to do for the professors.
So students arrive with a sense of what they want to accomplish. They want to slay the dragon and get the pot of gold. They have to do a lot of stuff, aren’t sure why, and resent having to do it. They started to think of college as a heroe’s journey. All of the unnecessary obstacles on a journey have a point in the end. More of a point then the goal, even. Games show the map and tell the stories about getting there. How can we use games to tell the story.
There are tools students need, but school is so broken that by the time students get there, students don’t trust the college. It’s tough to explain that what they’re being taught is really necessary. How can you help them hear the stories about how necessary and helpful school is.
They looked at gamification that really works. what it does is allow you to reflect back on what you’ve done and think about the accomplishments and feel good about it. It’s about recognizing what students have done and allowing them to remember and reflect on it. Reflexive feedback loops help people. They enable people to modify behavior in a way that feels empowering.
What do you want students to do? Badges alone aren’t enough.. and could in fact break their intrinsic motivation.. because they EXPECT rewards. Paying for chores makes them want more money… they’re not dumb. They didn’t want to break the intrinsic motivation to do things.
It’s the autonomy, stupid. They shouldn’t feel like they have to do it, it should be a choice and something that fits into the day-to-day life. Nudges are okay, but pushing and pulling are bad. The “experience of competence” is important. What should they feel good about?
-What behaviors should be rewarded and encouraged?
-What feelings of competence could we engender?
-What did we want our students to remember and reflect on?
In K-12, helping others is cheating.. but in the real world, working together is how things get done.
Started with Bartle’s Player Types. An advisor said it was too generic and lazy and doesn’t necessarily reflect students. Thought about history and natural tensions in RIT. RIT started about the combination of an Athenaeum and a mechanic’s institute.. and the Archives saved her freaking bacon. Yeah. That’s what we do. Represent.
There’s a neat graph they came up with, but I’m not going to describe it.. just look it up on slideshare. At Master level, students can contribute achievements which can give alum and grads a sense of ownership of the system and make it better. A problem: Nobody understands Athenaeum. Labels got in the way, so vocabulary redesign! Focus not on labels, but on balance.
It has to be an active game. The site is just a reflection site. The game happens with tangible things. Every faculty and staff member got to make and pick an achievement. If you get the card, you get the code, and you redeem the code to get the achievement. Why making a faculty member lol? Making human connections with faculty are important.
RFID readers are hidden on campus, each student gets an RFID fob that students have to wave over a reader and get credit/counted. “Activate the environment”. They’re embedding them in the environment to make it engaging.
Social Exploration: participation in at least one flash mob, etc… do something new
Individual Exploration: More individualized exploration tasks..
Mastery: more about making things or developing habits. Things they would be doing anyway, but getting recognition.
Some of them may be mistakes, but iterating on them is good. You have to take risks and try things.
When they submit for an achievement, tell a story and share a picture. Share the lore and collect it. Feed it into the bloody archives. It would be really interesting, I promise.
What happened? They got a grant to do it right.. but it was in June, so a September launch was unrealistic. So they did October which was ridiculous. I’m jealous of their money… and production values.
It took some extra work.. had some stumbles, but it did launch, if a little late.
Started with a group of 720 students. (Make a difference between if/then and “now that”). Had to register the keyfobs. What are they doing? Had some very good initial anecdotal evidence. Because faculty members get to invent the challenges, they might actually enjoy it, too. :O
It’s a way to create experiences to remember… good god, this could actually create a community. Assuming we had the capital (which we don’t) it could possibly solve some of the coherency/community issues at CSUEB. It’s a way to make connections. It’s only just started, but the initial indications are good. Even though there are tons of bugs, students still seem to love it and want more content. It was not easy, but it’ll become open sourced this summer. Github, babeh!
Could form local consortiums of schools. Testing in an urban law school environment next. I’m jealous and want. Want. Want. Want.
But it’s more than the platform. You need to think about the nature of the students, the nature of their challenges, and what properties will engage the students. The content and experience is necessary. It’s about it feeling magical. What works for RIT won’t necessarily work for students at another university. It has to be modified for content even for different schools in the same University.
It’s the Power of Play! (Slides at slideshare.net/mamamusings )

