### *Education on the Horizon: Teaching and Learning with Technology* ## Week 6: Game-Based Learning Pt. 2 === #### Dr. Yizhen (Eejain) Huang ###### Department Erziehungswissenschaft, University of Potsdam --- ### Recap - Game is a structured form of play, usually for enjoyment. - Gameful learning redesigns core elements of a learning environment according to game design principles. - These principles are fundamentally psychological. --- ### Your thoughts from last week - "Praising every achievement maybe manipulative" - Borrowing game elements mindlessly won't magically motivate students - But it's important to understand why good games are so motivating and what we can learn from them - A good game-based learning environment can motivate student intrinsically --- ### Motivation, the force that drives us - Behavior is motivated by internal (intrinsic) or external (extrinsic) incentives - Extrinsic – attention, praise, grades, rewards, money etc. + powerful only in short term - Intrinsic – feeling of satisfaction, competence, growth, progress etc. + lasting effect - [Dan Pink's Talk on Motivation](https://www.youtube.com/watch?v=u6XAPnuFjJc) --- ### How to promote intrinsic motivation? - Self-determination theory: three conditions for supporting intrinsic motivation - Autonomy, competence (mastery) and belonging (meaning) - These three factors can explain why games are intrinsically motivating, and what kind of learning environment we are after. <!-- let's more formally define what dan pink has described in the video, self-determination theory talks about three conditions that need to be taken care of --> --- ### Autonomy - In game: usually we choose what game we want to play - Ideal learning environment: the learner seeing himself or herself as the primary locus of control --- ### Autonomy: example - Explore in safe environment enables sense of autonomy - Games enabling players to take risks by reducing the negative consequences associated with failure. - giving a player infinite lives, freedom to explore the game safe in the knowledge that mistakes will not result in permanent failure. --- ### Autonomy: example - In a gameful course, this same feeling can be established - allowing students to redo assignments multiple times to achieve mastery - providing alternate assignments that mitigate the impact of failed attempts - allow for free exploration --- ### Assassin’s Creed - Odyssey tours - Interactive tours for learning about Ancient Greek - Quiz at the end of the tour: righ or wrong, students will get more information about the topic - [demo video](https://www.youtube.com/watch?v=G5xBc63LVC8) ![](/media/assasincreeddemo1.png) <!-- 20:32 quiz --> --- ### Competence (Mastery) - In game: you know for sure you can become better at playing the game (progress/current status is clear) - Ideal learning environment: learners engage with course contents because they feel that they can do so successfully --- ### Competence: Token system - Token system in Pokemon Go - Similar system can also be used to motivate and help students keep track of progress - Tokens are not designed to manipulate students to fish for prizes, but to show clearly what’s the progress, and what to do next ![](/media/pokemonbadge.png) --- ### Competence: Token system - Here's an example token system from Khan Academy (an online learning service) ![](/media/khanbadge.png) --- ### Competence: EP system ![](/media/leveloper1.png) --- ### Competence: EP system ![](/media/leveloper2.png) --- ### Belonging (Meaning) - In game: grow together with the community - Ideal learning environment: learners feel connected to their teachers and peers - Can you think of some strategies of connecting students and instructors during online learning? --- ### Gameful learning environment: example - [GradeCraft](https://www.gradecraft.com/) - [A short intro](https://www.youtube.com/watch?v=kxb3wVwmYyc) - [Gradecraft founder talk](https://www.youtube.com/watch?v=k0NaJpQbwA0)