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Playful Learning Conference 2016

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The Helpless and The Masters:

A Subversive Game Experiment

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Your hosts today

Eelco Braad

Senior Researcher Adaptive Systems

Hanze University of Applied Sciences, Groningen

Nick Degens Professor of Applied Science in User-Centered Design Hanze University of Applied Sciences, Groningen

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The Helpless & The Masters

• How does the design of a game impact learning?

• What do you, as a player, need to be able to learn and enjoy the game? • What are the implications for designing playful learning activities?

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Game Rules – Working Together

• The smarterest Neanderthal (team captain, can interact) • Two or three simpletons

(need help to manage simple tasks)

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Game Rules – The Game and The Goal

The goal for each team is to correctly finish as many buildings as possible, within the allotted time.

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Game Rules - Performing

• One hit means *you’re not stupid* • Two hits means *you’re stupid* • Hitting yourself means *I’m stupid*

Furthermore

The team with the most completed buildings wins a prize.

If you finish, shout loudly as a team, so we can check.

There’s a scoreboard up front with everyone’s score.

Team name is the name of the team captain.

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Debriefing

• Some questions

• How did the experience go? What went right/wrong/unexpected? • What did you learn from the experience? What would you do

differently?

• What kind of strategies did you learn to better communicate with each other?

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Designing for Learners

• How to design learning experiences that accommodate learner needs?

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Gamification

• If gamification is just rewarding progress with meaningless badges or points, it fosters only extrinsic motivation in the short term.

• This is because the goal of the game becomes to win (short-term goal) vs. learn and understand (long-term goal).

• Gamification elements can detract from a learning experience, so be careful of how you implement it (winning is only fun for the winners).

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Achievement Goal Orientation

• Achievement goal orientation theory describes how learners are motivated, and how learners regulate their learning behaviour in the pursuit of learning goals.

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Achievement Goal Orientation

• Mastery-oriented learners are motivated to learn and actively seek feedback to improve their competence.

• Performance-oriented learners are motivated to demonstrate competence and avoid negative feedback.

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Difficulty and Adaptivity

• Different players have different needs in difficulty and challenge – and this changes while playing.

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Gamified Learning

• Gamified learning can improve experience and outcomes – it is no longer about if it works but about when and how it works.

• Our work focuses on the alignment of game mechanics with learning goals and learner needs.

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Eelco Braad

Senior Researcher Adaptive Systems e.p.braad@pl.hanze.nl | @illco

Nick Degens

Professor of Applied Science in User-Centered Design d.m.degens@pl.hanze.nl | @nickdegens

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