Reward Systems that Drive Engagement

Over the summer I’ve been ‘running’ UNversity – an online choose-your-own-project summer un-school for UWS game technology and game development students. A key feature of this was that it had to require minimal investment of time from myself (other stuff to do!), but I wanted to try to engage students, and encourage regular participation. Using a custom Moodle site, with some minor hacks, we have a points system and a leader board. We also have a basic badge system  – though I haven’t been able to spend the time to award badges, and they aren’t automatically awarded – so students have to self track their badges until UNversity wraps up and I’ll give out certificates and prizes.

The system has kind of worked – it has engaged some folk, and once folk have got into it, they have indeed kept up regular participation. But a number of students started, and quickly stopped – while others never really got started.

I’ve just watched a video of a presentation on by Amy Jo Kim from GDC 2010 that might have helped me better design my points and badge system – MetaGame Design: Reward Systems that Drive Engagement. This has given me food for thought, and I can see a couple of ways I went wrong – particularly on the need to provide more ‘early’ rewards for people getting started, and making those more visible. (A way to automatically tweet or send a Facebook message  from Moodle would be nice to make this easier!)

Overall, I think I’d have been limited by what I had time to implement though, so I’m not going to beat myself up too much about it… but perhaps there is a good student project in this – building the system I need to do this better next year.

e-Adventure 1.2 release

I’ve mentioned e-Adventure before – an authoring toolkit for creating educational adventure games that can plug into web-based VLEs/CMS. While I was on vacation, version 1.2 was released, details below from the e-Adventure team:

New Release 1.2 Educational games and simulations with e-Adventure

Dear all,

We are pleased to announce the release of a new <e-Adventure> release (1.2 RC1) available through sourceforge.net, the <e-Adventure> website and the downloads section of the website.

e-Adventure is a research project aiming to facilitate the integration of educational games and game-like simulations in educational processes in general and Virtual Learning Environments (VLE) in particular. It has been developed by the e-learning research group (www.e-ucm.es) at the Universidad Complutense de Madrid.

With e-Adventure, any person can write an educational point & click adventure game. Also it is very simple to create first person simulations based on photos, which can be very useful for training or teaching procedural knowledge.

The platform includes special features targeting educational environments, such as built-in assessment and debriefing and the possibility of exporting the games as standards-compliant Learning Objects (packaged according to the IMS Content Packaging specification and marked with IEEE LOM metadata). The games can thus be deployed without effort in different VLEs and stored in content repositories. The tools, and a detailed tutorial, are here: http://e-adventure.e-ucm.es

New features have been added to this release, as well as many bugfixes found thanks to intense testing of the platform.

The main changes are:

- Better books: arrows can now be customized and bugs have been fixed

- Better trajectories: length of sections can be defined to simulate the depth of a scene and bugs have been fixed

- Improved performance (engine): performance is now be considerably better across all games, including the playback videos and animation of transitions

- Improved performance (editor): the editor should now use less memory and allow a more fluent creation experience

- Increased “action” flexibility: default actions are no longer forced upon games

- New “Drag to” action which allows the dragging and dropping of objects (both directly as an interaction and using a context button)

- Reduced size: the installer is now less than 20MB against the 40MB of previous releases

- Improved conversations: For instance, the last line in a conversation can remain in the screen while the answer choices are presented

- Better graphic resources: Default buttons and books have a new and improved look

- New licence agreement: is now pure LGPL software!

- Two new translations: Portuguese and German are now available (some errors are still to be found in the RC). This is thanks to the special effort of Adela Castillo and Enrique Lopez Mañas

Feel free to visit our website and test-drive the tools. . We would love to hear your comments and, if you create an interesting game and wish to give it some exposure, we can make it available through our website (properly credited, of course).

We hope you enjoy the impovements in this new version. Don’t forget to have fun!

Best regards,

The <e-Adventure> team

Call for Papers: Learning in 3D

Special Issue of the International Journal of Technology Enhanced Learning (IJTEL): Learning in 3D

Guest editors: Carlos Delgado Kloos and Daniel J. Livingstone

Download copy of call for special issue on 3D learning (pdf)

Journal Aims

IJTEL fosters multidisciplinary discussion and research on technology enhanced learning (TEL) approaches at the individual, organisational, national and global levels. Its key objective is to be the leading scholarly scientific journal for all those interested in, researching and contributing to the technology enhanced learning episteme. For this reason, IJTEL delivers research articles, position papers, surveys and case studies aiming:

  • To provide a holistic and multidisciplinary discussion on technology enhanced learning research issues
  • To promote the international collaboration and exchange of ideas and know how on technology enhanced learning
  • To investigate strategies on how technology enhanced learning can promote sustainable development

Subject Coverage of Special Issue

This special issue seeks to bring together research, from different perspectives, on a range of 3D technologies that may be used to enhance or support learning.
Suitable topics may relate to, but are not limited to, the use of a range of 3D technologies in enhancing learning:

  • Virtual Worlds
  • Game-based Learning
  • Immersive Simulation
  • Augmented Reality
  • Cross and mixed-reality
  • Assessment in 3D environments
  • Pedagogies for TEL in 3D environments
  • Communities of Learners in 3D environments
  • Standards and Interoperability

Submission

Prospective authors are invited to notify the intention to submit a paper by
sending a one-page abstract to the editors by 6th August 2010 and submit the full
paper by 6th September 2010.
Abstracts may be sent to the editors at cdk@it.uc3m.es or
daniel.livingstone@uws.ac.uk
Final papers should be submitted electronically via the InderScience online
submissions system at: http://bit.ly/ijtel

Important Dates

6th August 2010: Title and Abstract deadline (optional)
6th September 2010: Full paper submission deadline
15th October 2010: Decision notification
12th November 2010: Camera-ready version
Early 2011: Publication (tentative)

Guest Editors

Carlos Delgado Kloos, Universidad Carlos III de Madrid, 28911 Leganés (Madrid, Spain), cdk@it.uc3m.es
Daniel J. Livingstone, University of the West of Scotland, Paisley PA1 2BE (Scotland, UK), Daniel.Livingstone@uws.ac.uk

Editorial Committee

Ignacio Aedo, UC3M, Spain
John Belcher, MIT, USA
Josep Blat, Universidad Pompeu Fabra, Spain
Darryl Charles, University of Ulster, UK
Thomas Connolly, University of the West of Scotland, UK
Abdulmotaleb El Saddik, University of Ottawa, Canada
Lesley Gourlay, Coventry University, UK
Miguel Lizondo, Deimos-Space, Spain
Judith Molka-Danielsen, Molde University College, Norway
Mariano Rico, Universidad Autónoma de Madrid, Spain
Pilar Sancho Thomas, Universidad Complutense de Madrid, Spain
Kath Trinder, Glasgow Caledonian University, UK

A virtuous circle?

Like me, you’ve probably got used to calls for educators to think more like game designers, to consider how good games help players learn how to play, from James Gee and many others over the past few years.

In this months Edge (UK gaming magazine, Issue 216, July 2010), video-game design consultant N’gai Croal resets a cosmic balance when he suggests that game designers think like teachers…

the primary goal of the developer should be not to punish the player … the developer should be invested not in the player’s failure but in the player’s success

and

developers could probably learn a lot from talking to teachers

Bringing Gee and N’Gai together then tells us that educators can learn from how the best games teach their players – and game designers can learn from how the best teachers teach their students. The circle is complete!

Gaming Fatigue

As we know, video games can be incredibly engaging – to the extent that we can argue over whether they can be addictive and what that actually means. But at the same time, its quite possible to play a game for while, get really sucked in until at some point you just finally get fed up with it, and quit. Level grind in MMO games springs to mind – or meeting some boss monster that is way too much like hard work and just not fun enough. David Hayward at Pixel-Lab has been considering this recently, and sees it as a possible problem for playful apps.

Broadening this out, there is some interest now in applying ideas from gaming into different areas of life – promoting student engagement, solving social problems, or even applying gaming to *everything*. Indeed, I’ll be borrowing some of these ideas this summer for an UNversity summer school I’m trying to support. But when everything becomes a game, what will keep folk playing all these games? In a global scale, how will games to improve the world compete against games for scoring points for brand merchandise?

I guess that people will inevitably pick and choose games and entertainments as they do now – just from an increasing, and increasingly broad, range of alternatives. I wonder if a world full of extrinsic (externally awarded) rewards for every action could impede the development of individual intrinsic reward mechanisms – peoples ability to set their own goals and develop their own internal reward systems for jobs well done.

As an incentive to think about this, I’ll be awarding 10 points for every comment received (spam and one-liners apart).

Posted in Games Based Learning, Play. Tags: . 1 Comment »

On The Horizon – Free access week!

On the Horizon is the strategic planning resource for education professionals in the international post secondary and life-long learning arena. An environmental scanning journal, On the Horizon covers corporate universities, e-learning, private for-profit degree granting institutions as well as the traditional university. Areas include the business of education delivery, content and certification, as well as rules and regulations in areas such as institutions and intellectual property.

And for this week, as the featured journal of Emerald Press, online access to the journal is free – including full text of all articles. See the list of issues here [EDIT: Link broken as of 10am 29th April - hopefully a temp problem at Emerald - the journal page is here, but no access to contents until link fixed]. The 2009 issues are well worth a view – including special issues on virtual worlds, gaming and simulation, distributed learning environments and (an intriguing title!) Future consciousness in learning.

Remember – this is for one week only!

BBC study on Brain Training

The BBC will tomorrow broadcast a programme on a study they funded on ‘Brain Training’ type programs – and which has had its results published in Nature. The study found that:

While players got progressively better at the games, the gains were not transferable, Nature journal reports.

Players gained nothing in terms of general reasoning, memory, planning or visuospatial abilities, experts found.

But they say more work is needed to see if workouts for the mind can help keep the brain “fit” as it ages.

More on the program here.

Note that this is distinct and quite different from the Brain Training study that LTS ran in Scottish schools – which did find that math Brain Training games did help students learn math (published in BJET). There will be a number of reasons for the difference – the LTS study was using games which asked students to do exercises similar to normal arithmetic exercises – and math was still being taught in class. Perhaps successful transfer of learning is boosted when learning in a game is reinforced with learning in a second setting?

(Offhand, a lot of work on transfer of learning has shown that being able to apply problem solving skills in multiple domains requires learning in multiple domains – which is why some children can solve problems in math class but not solve similar problems in different settings, or vice versa).

Free webinars on learning games

This Saturday, April 24th, The Future of Education has two free online webinars on learning games:

From Steve Hargadon / The Future of Education http://www.futureofeducation.com

Virtual world and Game Based Learning studentships

Opening up access in virtual worlds

Here’s one I did earlier…
Back in October I gave a talk on OER in games and virtual worlds at SJSU.

This talk was recorded at the time and the video has been online for an age – so about time I gave a link to it. It’s available through the SJSU SLIS homepage, but also on blip.tv here.

Many thanks to Dale David for recording the talk – and for a little post-production editing to cover up some of my slips!