- Develop a conceptual understanding of game theory
- Explore some common elements of games
- Apply gamification strategies to the classroom
- Design and deliver a gamified lesson from an existing unit of study
About the Course
Duration: 70 hrs theory + 30 hrs practical
Gamification This course provides students with the opportunity to study the impact of gamification in a blended setting. Students will learn basic game theory, explore elements of gaming that can be added to existing courses and to apply the characteristics of a successful gamified course. The end product is a gamified course outline that can be put to use immediately.
Upon completion of this course, students will be able to: Develop a conceptual understanding of game theory, explore some common elements of games, apply gamification strategies to the classroom.
Program Objectives
- The course presents the application of game elements and digital game design techniques to non-game problems, such as business and social impact challenges.
- Its main focus is on the mechanisms of gamification, why it has such tremendous potential, and how to use it effectively.
- In this module, we’ll look at what gamification is, why organizations are applying it, and where it comes from. While there isn’t universal agreement on the scope of the field, a set of concepts are clearly representative of gamification.
- The course also explains why the concept of games is deeper than most people realize, and how game design serves as a foundation for gamification.
UNIT 1: INTRODUCTION
Introduction – Definition of Gamification – Why Study Gamification – History of Gamification – Game Thinking – Game Elements – Examples and Categories – Gamification in Context – What is a Game – Games and Play – Video Games- Just a Game?
UNIT II: GAME ELEMENTS
Why Gamify- Think like a game designer- Design Rules – Tapping the Emotions – Anatomy of Fun – Finding the Fun – Breaking Games Down – The Pyramid of Elements -The PBL Triad – Limitations of Elements.
UNIT III: THE DESIGN PROCESS AND GAMIFICATION IN PERSPECTIVE
Objectives and Behaviours – Players – Activity Loops – Fun and Tools – Taking Stock – Is Gamification Right for Me – Design for Collective Good – Designing for Happiness.
Pointsification – Exploitation ware – Gaming the Game – Legal issues – Regulatory issues -Beyond the Basics – Inducement Prizes – Virtual Economies – Collective Action – The Future of Gamification.
UNIT IV: GAMIFYING YOUR CLASSROOM
Cryptography Concepts – Encryption Algorithms – Cryptography Tools – Public Key Infrastructure – Email Encryption Disk Encryption Cryptanalysis – Countermeasures
Gains and retains learners’ attention (engages and entertains) – has a competitive narrative – clearly defines policies and procedures – has flow (tasks and rewards are achievable but challenging)- provides fast feedback, and teachers’ learners the content.
Resource exploration:
- Article: ISTE – “5 Ways to Gamify Your Classroom” (2020)
- Article: Ditch That Textbook – “20 Ways to Gamify Your Class” (2020)
- Resource exploration:
- Article: We Are Teachers – “The Teacher Report: Classroom Management Tricks to
- Keep Game-Based Learning Running Smoothly” (Hudson, 2012)
- Video: Tom Driscoll – “Student Perspectives on Gamification” (2013)
UNIT V: GAMIFIED LESSON SUBMISSION AND OBSERVATION
Introduction, single state case, elements of reinforcement learning, temporal difference learning, generalization, partially observed state.
Discussion: Your Gamification Integration Experience – create a video sharing your experience integrating gamification into your BL model. – You may use Screencast-o-Matic, Jing, QuickTime, or any other video making software/digital tool that you prefer. – Provide details regarding one or all of these elements:
- Student engagement
- Personalization of the learning experience
- Student achievement
- Successes of gamification integration
- Relevant challenges (and how you overcame them)
- Anything else you’d like to discuss regarding your blended instructional practice
- Once you post your video, review and respond to your classmates’ submissions and complete this form.
REFERENCES
- C BRABHAM, Crowdsourcing, Boston 2013
- BURKE, gamify: How Gamification Motivates People to Do Extraordinary Things, Gartner 2014;
- F. HENDRICKS, P.G. HANSEN, Infostorms. How to Take Information Punches and Save Democracy, Springer 2014
- LERNER, Making Democracy Fun. How Game Design Can Empower Citizens and Transform Politics, Boston (MA) 2014;
- NORRIS, Digital Divide, Civic Engagement, Information Poverty, Cambridge 2001
- S. NOVECK, Smart Citizens, Smarter State, Cambridge (MA) 2016
- R. SUNSTEIN, Why Nudge? The Politics of Libertarian Paternalism, NewHaven 2014