Scholar’s Quest: a game layer approach

    At Teachers College, Columbia University, the Games Research Lab has designed a gamification layer called Scholar’s Quest.  Scholar’s Quest uses game mechanics and game-like thinking to address some of the biggest challenges facing K-12 and higher education. How does it work – what happens? Scholar’s Quest explores what happens when game-like elements and game mechanics are applied to education.  In the higher education implementation, students become players in a “game layer” applied over…

Continue reading

Gamification, Game-Based Learning, and Game-Inspired Learning

It has been argued that besides just possessing teaching and training abilities, games (especially serious games) have the potential to disrupt and change fundamental attitudes and perspectives about the world, that may possibly result in long-term social change. Give this background, it’s not surprising that game-related pedagogies are a vast topic for discussion. Before effective game-related pedagogy can occur, it is important to distinguish among the existing definitions and understand the differences between gamification, game-based…

Continue reading

Successful gamification needs these three things

In online spaces, gamification is everywhere. From geo-social app FourSquare to fitness tracker Jawbone UP, many activities in people’s daily lives can be logged to gain reward points, earn badges, and reach goals. However, gamification efforts can fall short if they have not been designed keeping these three states that users must experience: meaning, mastery, and autonomy. Meaning relates to things that are already important to the user. Mastery involves the user being able to…

Continue reading

Which basic desires motivate you and your students?

Dr. Steven Reiss, order Professor Emeritus of The Ohio State University, buy has developed a theory that there are sixteen basic desires/needs that intrinsically motivate adults to act. They are (in alphabetical order) acceptance, curiosity, eating, family, honor, idealism, independence, order, physical activity, power, romance, saving, social contact, status, tranquility, and vengeance. The Reiss Motivation Profile (RMP) assessment is used to evaluate adults’ different ranges of these needs and ultimately which desires/needs most motivate them.…

Continue reading

Motivate students to motivate themselves

Self-determination theory (SDT) was developed by Prof. Edward Deci and Prof. Richard Ryan to explain how best to motivate people to meaningful action that will benefit their learning processes and their lives. Autonomous motivation gives people the opportunity to engage in activities they love and enjoy, troche are interested in, health and that align with their deeply held beliefs and values. To support autonomous motivation in the classroom, teachers can give their students both opportunities…

Continue reading

Reward and recognize effort and process

Game principle. Reward and recognize effort and process (????) : Encourage successful practices and attitudes. Classroom implementation ideas include:   Achievement Badges to Emphasize mindset and traits, order as well as reflection on successful processes.  

Continue reading

Leverage social power

Game principle: Leverage social power (利用群众激励) : A powerful way to build a better learning environment is to leverage the power of social dynamics — to get students to help each other and to recognize each other’s contributions.  Game-like elements can be introduced to promote collaboration, peer mentoring and teaching, peer recognition/status, and positive social influence. Classroom implementation ideas include: leaderboards for prosocial behavior, and prosocial currency like Like! cards.  Communal discovery/group challenges are also useful, in…

Continue reading

Leverage intrinsic motivation

Game principle: Leverage intrinsic motivation (内在激励) People have basic desires, such as: Autonomy – to be in control of one’s goals and behaviors Competence – gain mastery of tasks/skills Relatedness/Belonging/Purpose – being part of a bigger cause Creativity – expressing one’s individualism Curiosity/Exploration – explore personally interesting information Educators can design intrinsically motivating learning environments, taking these kinds of motivators into account. Classroom implementation ideas include: Multiple ways to complete an assignment.  Tracks based upon interest.  Optional…

Continue reading

Cultivate a winner’s mindset

Game principle: Cultivate a winner’s mindset (????? ??????) Learning through failure, viagra buy persistence, optimism to win.  Learning through failure, Encouraging persistence/grit, Optimism to Win. Classroom implementation ideas include: Allowing students to re-do assignments, providing multiple ways to come up with a solution, and the use of achievement badges such as the Persistence card. Case studies

Continue reading

Light the pathway to mastery

Game principle: “Light the pathway” to mastery (看得到明确的目标和进步) Use a structured roadmap to lead the learner on the path to mastery.  This includes giving students a clear sense of short/long-term goals, and their progress toward completing these goals.  In addition, providing rapid feedback is essential so that learners can know if they are on the right track. Classroom implementation ideas include: a quest-based learning structure, classroom maps, and using experience points (XP) to indicate one’s progress…

Continue reading