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Foundation

Gamification Dynamics, Mechanics and Instructional Design Elements Regina Nelson February 2017 A common language for an instructional design discussion.

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Foundation

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  1. Gamification Dynamics, Mechanics and Instructional Design ElementsRegina NelsonFebruary 2017A common language for an instructional design discussion

  2. Gamification - deconstruction of a game into component parts (dynamics, mechanics and elements) which can be used in the instructional design process to promote student interaction and engagement in learningGamification dynamics - the ideological constructs that together form the structure of a game or game environment

  3. Gamificationmechanics - components of games that engage players and motivate forward movement to an eventual conclusionGamification design elements – derived from th essence of gamification dynamics and mechanics, there are the actual concepts and elements that can be applied to a lesson, course or curriculum with the goal to increase student engagement

  4. Foundation The development of the constructs and components that comprise my hierarchy of gamification dynamics, components and instructional design elements evolved from the work of several gamification researchers/authors: • Kevin Werbach - The Wharton School, University of Pennsylvania • Karl Kapp – Bloomsburg University • Neil B. Niman – University of New Hampshire

  5. Dynamics • Emotionsare a driving part of gamification. When considering how emotions drive engagement with games, it is important to realize that people are interacting with the system and people are unique. What may frustrate one player may be the force that excites the competitive spirit in another player. • Narrativerefers to the storyline that threads its way through a game. Most games have some type of story or theme that frames how a user interacts with the game. The narrative can capture interest and promote engagement. • Relationshipsconsider the social interactions that occur when games are played. These interactions often generate feelings of camaraderie, altruism and status. Even when playing a game alone, users may interact with virtual characters that are either human-driven or machine-driven.

  6. Dynamics • Learning outcomes are statements about the achievements that players/learners should make as a result of engaging with an experience • Learning environment is the physical and virtual space in which learning occurs; there may be a temporal component to the environment • Choice architecture is evident when a designer provides tools that supports multiple levels of autonomy or agency on the part of the learner. • Relative comparison opportunities allow learners to assess individual progress on their own previous performance or the achievements of others

  7. Dynamics • Intelligent risk combines several aspects of games. Games require active effort towards a resolution, but there is rarely a straightforward path. As games become more complex, strategic effort is required to overcome obstacles. Players must determine how much of a risk or setback they are willing to take to continue forward progression. Intelligent risk is a construct that implies that the goal must be challenging enough to provide an obstacle worth tackling, but not so challenging that success and forward progress is halted or even too long delayed.

  8. Mechanics • Resource acquisition gives players an opportunity to obtain useful or collectible items • Challenges are the key motivators that create the need for new information that a learner/player must seek out to solve a problem or provide an answer • Goals provide the measurable outcomes that create the framework for forward progression • Rewards should recognize achievement by providing some payoff, benefit or celebration for forward progress • Rules provide the guidelines for play

  9. Mechanics • Competition requires a win state; a win over either environment, obstacles or opponents • Cooperation requires players to work together to achieve a mutually desired goal; this is typically the social component of an experience • Interactivity encompasses the transactions that occur between players, intermediaries, the content or the system • Pacing incorporates the scaffold elements that move students forward when intrinsic motivation does not • Randomness is the serendipity of games that allow that unexpected happenings can lead to unexpected outcomes

  10. Gamification Design Elements • Achievements –defined objectives • Badges –visual representations of achievements • Boss Fights –especially hard challenges at culmination of level • Collections –sets of items or badges to accumulate • Content unlocking –aspects available only when players reach objectives • Gifting –opportunities to share resources with others • Leaderboards –visual displays of player progress and achievement

  11. Gamification Design Elements • Levels –defined steps in player progression • Points –numerical representations of achievement • Quests –predefined challenges with objectives and rewards • Teams –defined groups of players working together for a common goal • Bonus –reward after completing a series of challenges • Health –feedback that provides information on progress toward achievement

  12. Gamification Design Elements • Multiple paths –multiple ways to approach a goal or objective • Epic win –achievement that players had no idea was possible, but is awesome • Guided exploration –exploration of a task in a systematic, planned way • Win state –objectives that make one player or group the winner

  13. For more information Regina Nelson nelsonreg@uwplatt.edu

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