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Interactive  Design/Game  Studio  I   Thesis  Research  Journal   By:  Jon  Chung                                                  


Table  of  Contents   Thesis  Research  Checkpoint  1 ......................................................................................5   "Gamification  Wiki  |  Gamification  and  Game  Mechanics  Guide."  Gamification  Wiki  |   Gamification  and  Game  Mechanics  Guide.  N.p.,  n.d.  Web.  8  Jan.  2012.   <http://gamification.org/>. .................................................................................................................................. 5   "Penny  Arcade  -­‐  Extra  Credits  –  Gamifying  Education."  Penny  Arcade  -­‐  The  Way  Forward.   N.p.,  n.d.  Web.  11  Jan.  2012.  <http://www.penny-­‐arcade.com/patv/episode/gamifying-­‐ education>. ................................................................................................................................................................... 5   "Gartner  Says  By  2015,  More  Than  50  Percent  of  Organizations  That  Manage  Innovation   Processes  Will  Gamify  Those  Processes."  Technology  Research  |  Gartner  Inc..  N.p.,  n.d.  Web.   8  Jan.  2012.  <http://www.gartner.com/it/page.jsp?id=1629214>.................................................... 5   "The  Gamification  of  Healthcare  |  Blog  |  design  mind."  design  mind  |  business.  technology.   design..  N.p.,  n.d.  Web.  9  Jan.  2012.  <http://designmind.frogdesign.com/blog/the-­‐ gamification-­‐of-­‐healthcare.html>....................................................................................................................... 6   "15  Brand  Examples  of  Gamification  «  iMediaConnection  Blog."  iMediaConnection  Blog.  N.p.,   n.d.  Web.  9  Jan.  2012.  <http://blogs.imediaconnection.com/blog/2011/08/03/15-­‐brand-­‐ examples-­‐of-­‐gamification/>.................................................................................................................................. 6   "2011:  Gamification  Goes  Mainstream  Infographic  |  BigDoor."  Gamification  |  Gamify  Your   Company  Website  with  Our  Gamification  API.  N.p.,  n.d.  Web.  15  Jan.  2012.   <http://www.bigdoor.com/2011-­‐gamification-­‐goes-­‐mainstream-­‐infographic/>....................... 7   "#E2sday:  Adding  Play  Into  the  Enterprise  |  The  Future  of  Work."  The  Future  of  Work.  N.p.,   n.d.  Web.  15  Jan.  2012.  <http://blog.socialcast.com/e2sday-­‐adding-­‐play-­‐to-­‐the-­‐ enterprise/>................................................................................................................................................................. 8   "Jane  McGonigal:  Gaming  can  make  a  better  world  |  Video  on  TED.com."  TED:  Ideas  worth   spreading.  N.p.,  n.d.  Web.  15  Jan.  2012.   <http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world.html>......... 9   McGonigal,  Jane.  Reality  is  broken:  why  games  make  us  better  and  how  they  can  change  the   world.  New  York:  Penguin  Press,  2011.  Print. .............................................................................................. 9   "Notpron  by  David  Münnich  -­‐  The  Hardest  Riddle  Available  on  the  Internet."  DeathBall.  N.p.,   n.d.  Web.  15  Jan.  2012.  <http://notpron.org/notpron/>. ....................................................................... 9   "Gameful  |  Gameful  Landing  Page."  Gameful  |  Gameful  Landing  Page.  N.p.,  n.d.  Web.  15  Jan.   2012.  <http://gameful.org/>. .............................................................................................................................. 9   "John  Hunter  on  the  World  Peace  Game  |  Video  on  TED.com."  TED:  Ideas  worth  spreading.   N.p.,  n.d.  Web.  18  Jan.  2012.   <http://www.ted.com/talks/john_hunter_on_the_world_peace_game.html>. ........................... 10  

Thesis  Research  Checkpoint  2 ....................................................................................11   "Seek  'n  Spell:  GPS  Word  Game  for  iPhone."  Seek  'n  Spell:  GPS  Word  Game  for  iPhone.  N.p.,   n.d.  Web.  23  Jan.  2012........................................................................................................................................... 11   "The  Pentagon  Wants  You  To  Play  Video  Games  That  Will  Improve  Their  Weapons."  Kotaku,   the  Gamer’s  Guide.  N.p.,  n.d.  Web.  23  Jan.  2012.  <http://kotaku.com/5877913/the-­‐ pentagon-­‐wants-­‐you-­‐to-­‐play-­‐video-­‐games-­‐that-­‐will-­‐improve-­‐their-­‐weapons>........................ 11   "iCivics  |  Free  Lesson  Plans  and  Games  for  Learning  Civics."  iCivics  |  Free  Lesson  Plans  and   Games  for  Learning  Civics.  N.p.,  n.d.  Web.  28  Jan.  2012.  <http://www.icivics.org/>............... 11   Quigley,  Shaun.  "Gamification  and  Behavioral  Change."  Upload  &  Share  PowerPoint   presentations  and  documents.  N.p.,  n.d.  Web.  28  Jan.  2012.   <http://www.slideshare.net/quigleyshaun/gamification-­‐and-­‐behavioral-­‐change>............... 12  


"Why  is  the  5th  Edition  of  Dungeons  &  Dragons  a  big  deal?."  io9.  We  come  from  the  future..   N.p.,  n.d.  Web.  28  Jan.  2012.  <http://io9.com/5874922/why-­‐is-­‐the-­‐5th-­‐edition-­‐of-­‐ dungeons-­‐-­‐dragons-­‐a-­‐big-­‐deal>....................................................................................................................... 13   "Urgent  Evoke  -­‐  A  crash  course  in  changing  the  world.."  Urgent  Evoke  -­‐  A  crash  course  in   changing  the  world..  N.p.,  n.d.  Web.  29  Jan.  2012.  <http://www.urgentevoke.com/>. ........... 13   "Home  ::  World  Without  Oil."  Home  ::  World  Without  Oil.  N.p.,  n.d.  Web.  29  Jan.  2012.   <http://www.worldwithoutoil.org/>............................................................................................................ 14   "Jane  the  Concussion  Slayer  by  Jane  McGonigal,  Ep  66  -­‐  YouTube  ."  YouTube  -­‐  Broadcast   Yourself.  .  N.p.,  n.d.  Web.  29  Jan.  2012.   <http://www.youtube.com/watch?v=ZztLac0Q1EI&list=LLNRz8saXXwR9kh4S_jpXD6A&in dex=7&feature=plpp_video>. ............................................................................................................................ 14   "World  Peace  Game  Foundation  »  The  Game."  World  Peace  Game  Foundation  .  N.p.,  n.d.   Web.  29  Jan.  2012.  <http://www.worldpeacethemovie.com/about/game/>. ........................... 15  

Thesis  Research  Checkpoint  3 ....................................................................................17   "Computer  simulations  can  be  as  effective  as  direct  observation  at  teaching   students."Science  Daily:  News  &  Articles  in  Science,  Health,  Environment  &  Technology.  N.p.,   n.d.  Web.  8  Feb.  2012.   <http://www.sciencedaily.com/releases/2010/02/100211151653.htm>. ............................... 17   "About  |  Institute  of  Play."  Institute  of  Play.  N.p.,  n.d.  Web.  8  Feb.  2012.   <http://www.instituteofplay.org/about/.................................................................................................... 17   Location.  "How  Video  Games  Are  Changing  Education  -­‐  Online  Colleges."  Top  Online   Colleges:  Compare  Accredited  Online  Colleges.  N.p.,  n.d.  Web.  8  Feb.  2012.   <http://www.onlinecolleges.net/2011/08/25/how-­‐video-­‐games-­‐are-­‐changing-­‐ education/>............................................................................................................................................................... 18   Bourgault,  Kristen.  "  »  Gamification  in  Education:  Epic  Win,  or  Epic  Fail?."   digitalpedagog.org.  N.p.,  n.d.  Web.  12  Feb.  2012.   <http://www.digitalpedagog.org/?p=1416>............................................................................................. 19   Mozilla  Launches  Open  Badges  Project  |  The  Mozilla  Blog."  The  Mozilla  Blog  |  News,  notes   and  ramblings  from  the  Mozilla  project.  N.p.,  n.d.  Web.  12  Feb.  2012.   <http://blog.mozilla.com/blog/2011/09/15/openbadges/>. .......................................................... 19   Sheldon,  Lee.  "Syllabus  «  Gaming  the  Classroom."  Gaming  the  Classroom.  N.p.,  n.d.  Web.  12   Feb.  2012.  <http://gamingtheclassroom.wordpress.com/syllabus/>. .......................................... 20   "9GAG  -­‐  Are  you  ready  for  a  revolution  in  education?."  9GAG  -­‐  Just  for  Fun!.  N.p.,  n.d.  Web.   13  Feb.  2012.  <http://9gag.com/gag/2421622?ref=fb-­‐share>......................................................... 21  

Thesis  Research  Checkpoint  4 ....................................................................................22   "They  Made  a  Video  Game  About  Slavery,  And  It's  Actually  Good."  Kotaku,  the  Gamer’s   Guide.  N.p.,  n.d.  Web.  15  Feb.  2012.  <http://kotaku.com/5885194/they-­‐made-­‐a-­‐video-­‐ game-­‐about-­‐slavery-­‐and-­‐its-­‐actually-­‐good>. ............................................................................................. 22   Quigley,  Shaun.  "Gamification:  How  to  Level  Up  Consumer  Engagement."Upload  &  Share   PowerPoint  presentations  and  documents.  N.p.,  n.d.  Web.  26  Feb.  2012.   <http://www.slideshare.net/quigleyshaun/gamification-­‐webinar-­‐pdf>. .................................... 22   "The  Gamification  of  Education  (infographic)  |  Adding  the  Fun."  Adding  the  Fun  |  Teaching   you  the  secrets  about  Gamification.  N.p.,  n.d.  Web.  26  Feb.  2012.   <http://addingthefun.com/2012/02/the-­‐gamification-­‐of-­‐education-­‐infographic/>. ............ 23   "This  Game  Sucks:  How  to  Improve  the  Gamification  of  Education  (EDUCAUSE  Review)  |   EDUCAUSE."  What  is  EDUCAUSE?  |  EDUCAUSE.  N.p.,  n.d.  Web.  26  Feb.  2012.   <http://www.educause.edu/EDUCAUSE+Review/EDUCAUSEReviewMagazineVolume46/T hisGameSucksHowtoImprovetheGa/222665>.......................................................................................... 24  


"  The  Dangers  of  Gamifying  Education  |  SocialEarth."  SocialEarth.  N.p.,  n.d.  Web.  26  Feb.   2012.  <http://www.socialearth.org/the-­‐dangers-­‐of-­‐gamifying-­‐education>............................... 24   "Gaming  for  Your  Grades:  The  Gamification  of  Education  at  Penn  State  —  Teaching  and   Learning  with  Technology."  Teaching  and  Learning  with  Technology.  N.p.,  n.d.  Web.  26  Feb.   2012.  <http://tlt.its.psu.edu/about/news/2011/gaming-­‐for-­‐your-­‐grades-­‐the-­‐gamification-­‐ of-­‐education-­‐at-­‐penn-­‐state>. ............................................................................................................................. 25  

Thesis  Research  Checkpoint  5 ....................................................................................27   "Daniel  Donahoo:  Gamification  in  Education:  Should  We  Play?."  Breaking  News  and  Opinion   on  The  Huffington  Post.  N.p.,  n.d.  Web.  11  Mar.  2012.   <http://www.huffingtonpost.com/daniel-­‐donahoo/gamification-­‐in-­‐ education_b_927842.html>. ............................................................................................................................... 27   Ferlazzo,  Larry.  "Kathy  Sierra  On  Gamification  In  Education."  Edublogs.  N.p.,  n.d.  Web.  11   Mar.  2012.  <larryferlazzo.edublogs.org/2012/02/26/kathy-­‐sierra-­‐on-­‐gamification-­‐in-­‐ education/>............................................................................................................................................................... 27   "Democracy  2  ."  Positech  Games  -­‐  Developers  of  Gratuitous  Space  Battles  &  Democracy.  N.p.,   n.d.  Web.  11  Mar.  2012.  <http://positech.co.uk/democracy2/>....................................................... 28   "Grock  It."  Grock  It.  N.p.,  n.d.  Web.  11  Mar.  2012.  <https://grockit.com/>. ................................. 29   "Creative  Kitchen,  The  Game  by  Ted  Cheecharoen  —  Kickstarter."  Kickstarter.  N.p.,  n.d.   Web.  11  Mar.  2012.  <http://www.kickstarter.com/projects/creativekitchen/creative-­‐ kitchen-­‐the-­‐game>. ................................................................................................................................................ 29  

 

   


Thesis  Research  Checkpoint  1      

"Gamification  Wiki  |  Gamification  and  Game  Mechanics  Guide."  Gamification   Wiki  |  Gamification  and  Game  Mechanics  Guide.  N.p.,  n.d.  Web.  8  Jan.  2012.   <http://gamification.org/>.  

  Summary:  Great  introduction  to  the  concept  of  gamification  which  is  defined  as  the   “applying  game  design  thinking  to  non-­‐game  applications  to  make  them  more  fun   and  engaging.”  While  I  find  the  concept  interesting,  for  the  purpose  of  developing  a   thesis,  I  will  need  to  concentrate  on  a  specific  area.    I  am  currently  leaning  towards   applying  gamification  to  education  however  the  site  also  lists  many  other  fields  in   which  the  concept  has  been  successfully  applied  to.   _________________________________________________________________________________________________    

"Penny  Arcade  -­‐  Extra  Credits  –  Gamifying  Education."  Penny  Arcade  -­‐  The  Way   Forward.  N.p.,  n.d.  Web.  11  Jan.  2012.  <http://www.penny-­‐ arcade.com/patv/episode/gamifying-­‐education>.     Summary:    This  is  the  initial  video  I  watched  that  got  me  interested  in  applying   gamification  to  an  education  system.    Gives  a  great  overview  on  gamification  and   how  ARGS  can  possibly  be  adapted  for  use  in  education.      

"Gartner  Says  By  2015,  More  Than  50  Percent  of  Organizations  That  Manage   Innovation  Processes  Will  Gamify  Those  Processes."  Technology  Research  |   Gartner  Inc..  N.p.,  n.d.  Web.  8  Jan.  2012.   <http://www.gartner.com/it/page.jsp?id=1629214>.  

  Summary:  They  key  point  of  this  article  is  that  by  2015,  more  than  50  percent  of   organizations  that  manage  innovation  processes  will  gamify  those  processes.  By   2014,  a  gamified  service  for  consumer  goods  marketing  and  customer  retention  will   become  as  important  as  Facebook,  eBay  or  Amazon,  and  more  than  70  percent  of   Global  2000  organizations  will  have  at  least  one  gamified  application.       The  article  defines  gamification  as  “the  broad  trend  of  employing  game  mechanics  to   non-­‐game  environments  such  as  innovation,  marketing,  training,  employee   performance,  health  and  social  change."      The  article  also  states  ”the  goals  of   gamification  are  to  achieve  higher  levels  of  engagement,  change  behaviors  and   stimulate  innovation.”  


_________________________________________________________________________________________________    

"The  Gamification  of  Healthcare  |  Blog  |  design  mind."  design  mind  |  business.   technology.  design..  N.p.,  n.d.  Web.  9  Jan.  2012.   <http://designmind.frogdesign.com/blog/the-­‐gamification-­‐of-­‐ healthcare.html>.  

  Summary:    This  article  provides  a  great  example  of  how  gamification  has  been   applied  to  motivating  people  to  run  in  the  form  of  Nike  Plus.      The  article  also  talks   about  how  the  concept  of  gamification  can  be  applied  to  traditionally  unpleasant   and  even  painful  medical  procedures:     “Motivating  people  affected  by  a  disease,  especially  if  it  is  a  chronic  one,  can  be   extremely  hard.  That's  why  the  healthcare  world  has  started  to  borrow  some  of  the   mechanics  that  have  made  many  games  so  successful.  This  has  helped  to  increase   motivation  and  turn  behaviors  that  would  be  extremely  hard  to  trigger,  such  as   undergoing  chemotherapy,  losing  weight  or  exercising  more,  into  less  painful,  if  not   pleasurable  experiences.”   _________________________________________________________________________________________________    

"15  Brand  Examples  of  Gamification  «  iMediaConnection  Blog."   iMediaConnection  Blog.  N.p.,  n.d.  Web.  9  Jan.  2012.   <http://blogs.imediaconnection.com/blog/2011/08/03/15-­‐brand-­‐examples-­‐of-­‐ gamification/>.  

  Summary:    This  article  gives  a  nice  broad  summary  of  how  application  has  been   successfully  applied  to  certain  mundane  and  boring  every  tasks.    The  most   interesting  application  listed  here  to  be  is  probably  four  square.    I  have  yet  to  get  a   chance  to  try  it  out  personally  but  the  concept  behind  it  seems  genuinely  interesting.   The  general  point  of  the  article  is  that  “many  brands  are  capitalizing  on  the  trend  of   integrating  game  mechanics  into  their  non-­‐gaming  product  offerings  to  drive   engagement.”     The  other  interesting  bit  about  this  article  is  how  it  considers  Xbox  Live  as  a   successful  application  of  gamification:  “Microsoft  struck  a  chord  with  traditional   gamers  when  they  first  rolled  out  achievement  points.  Users  can  earn  a  certain   amount  of  gamerscore  by  completing  specific  tasks  or  actions  in  game.  This  simple   addition  had  a  profound  impact  on  the  space  as  nothing  to  date  had  motivated   behavior  to  play  titles  beyond  ones  taste  for  specific  genres  while  also  creating  an   aggregate  &  visible  record  of  your  gaming  prowess.  Brands  took  note  of  the  trend   and  the  loyalty  that  users  developed  in  their  pursuit  of  gamerscore  &  bragging   rights.”    


"2011:  Gamification  Goes  Mainstream  Infographic  |  BigDoor."  Gamification  |   Gamify  Your  Company  Website  with  Our  Gamification  API.  N.p.,  n.d.  Web.  15   Jan.  2012.  <http://www.bigdoor.com/2011-­‐gamification-­‐goes-­‐mainstream-­‐ infographic/>.    

  _________________________________________________________________________________________________  


"#E2sday:  Adding  Play  Into  the  Enterprise  |  The  Future  of  Work."  The  Future  of   Work.  N.p.,  n.d.  Web.  15  Jan.  2012.  <http://blog.socialcast.com/e2sday-­‐adding-­‐ play-­‐to-­‐the-­‐enterprise/>.    

 


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"Jane  McGonigal:  Gaming  can  make  a  better  world  |  Video  on  TED.com."  TED:   Ideas  worth  spreading.  N.p.,  n.d.  Web.  15  Jan.  2012.   <http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_wor ld.html>.  

  Summary:  This  TED  talk  further  expands  on  Jane  McGonigal’s  view  on  how   gamification  should  be  used  to  solve  real  world  problems.  Gives  an  excellent   overview  on  gamification  and  sets  a  lofty  goal  for  game  designers  to  solve  critical   real  world  problems.     This  ted  talk  was  excellent  and  also  provided  me  with  some  ARGS  (World  Without   Oil  and  EVOKE)  that  I  need  to  check  out.     _________________________________________________________________________________________________  

McGonigal,  Jane.  Reality  is  broken:  why  games  make  us  better  and  how  they   can  change  the  world.  New  York:  Penguin  Press,  2011.  Print.  

  Summary:  Game  designer  Jane  McGonigal  talks  about  how  gamers  and  game   designers  can  “harness  the  power  of  computer  games  to  solve  real-­‐world  problems   and  boost  global  happiness.”       One  of  the  most  critical  points  of  her  book  is  that  game  designers  have  discovered   core  truths  about  what  makes  us  happy  and  have  utilized  these  discoveries  to   astonishing  effect  in  virtual  environments.    Her  point  is  that  designers  should  find   ways  to  apply  these  methods  to  real  world  problems  and  to  in  essence  fix  things  that   are  fundamentally  wrong  or  inefficient  in  the  real  world.   _________________________________________________________________________________________________  

"Notpron  by  David  Münnich  -­‐  The  Hardest  Riddle  Available  on  the  Internet."   DeathBall.  N.p.,  n.d.  Web.  15  Jan.  2012.  <http://notpron.org/notpron/>.  

  Summary:    Great  example  of  an  ARG  that  encouraged  the  use  of  creativity  and   intuition  to  solve  puzzles.    It  tests  players’  patience  and  their  willingness  to  learn.    It   reminds  me  a  lot  of  old  school  point  and  click  adventure  games.           _________________________________________________________________________________________________    

"Gameful  |  Gameful  Landing  Page."  Gameful  |  Gameful  Landing  Page.  N.p.,  n.d.   Web.  15  Jan.  2012.  <http://gameful.org/>.     Summary:    Great  general  resource  for  developers  who  are  interested  in   gamification  projects.    Once  development  of  my  app  starts,  I  will  definitely  use  this   as  a  resource  for  both  conceptual  and  technical  issues  I  run  into.  


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"John  Hunter  on  the  World  Peace  Game  |  Video  on  TED.com."  TED:  Ideas  worth   spreading.  N.p.,  n.d.  Web.  18  Jan.  2012.   <http://www.ted.com/talks/john_hunter_on_the_world_peace_game.html>.  

  Summary:      This  TED  talk  provides  a  great  summary  of  a  successful  implemented   classroom  game  that  encourages  students  to  solve  real  world  problems.    The   speaker  “puts  all  the  problems  of  the  world  on  a  4'x5'  plywood  board  -­‐-­‐  and  lets  his   4th-­‐graders  solve  them.  At  TED2011,  he  explains  how  his  World  Peace  Game   engages  school  kids,  and  why  the  complex  lessons  it  teaches  -­‐-­‐  spontaneous,  and   always  surprising  -­‐-­‐  go  further  than  classroom  lectures  can.”   _________________________________________________________________________________________________  

         


Thesis  Research  Checkpoint  2  

_________________________________________________________________________________________________    

"Seek  'n  Spell:  GPS  Word  Game  for  iPhone."  Seek  'n  Spell:  GPS  Word  Game  for   iPhone.  N.p.,  n.d.  Web.  23  Jan.  2012.     Summary:    This  game  shows  an  interesting  use  of  GPS  technology  and  ARG   mechanics  to  create  a  game  that  encourages  people  to  play  a  video  game  outdoors.     “The  object  is  to  gather  virtual  letters  and  create  words.  Seek  ’n  Spell  is  played  in   parks  and  open  outdoor  spaces.”     What  I  really  like  about  the  game  is  how  successfully  it  is  at  implementing  an   interdisciplinary  gamification  of  both  spelling  and  physical  education.   _________________________________________________________________________________________________    

"The  Pentagon  Wants  You  To  Play  Video  Games  That  Will  Improve  Their   Weapons."  Kotaku,  the  Gamer’s  Guide.  N.p.,  n.d.  Web.  23  Jan.  2012.   <http://kotaku.com/5877913/the-­‐pentagon-­‐wants-­‐you-­‐to-­‐play-­‐video-­‐games-­‐ that-­‐will-­‐improve-­‐their-­‐weapons>.  

  Summary:    This  article  is  interesting  because  it  shows  that  gamification  is   expanding  to  major  defense  industries.         “The  United  States  simply  does  not  have  enough  experts  in  formal  verification  of   software  to  provide  …  manual  analysis  on  the  scale  required  to  support  formal   verification  of  software  in  modern  weapons  and  other  systems  relevant  to  the   Department  of  Defense.  The  purpose  of  CSFV  is  to  replace  the  requirement  of  expert   knowledge  in  formal  verification  with  human  insight  in  the  form  of  solutions  to   games.”   _________________________________________________________________________________________________    

"iCivics  |  Free  Lesson  Plans  and  Games  for  Learning  Civics."  iCivics  |  Free  Lesson   Plans  and  Games  for  Learning  Civics.  N.p.,  n.d.  Web.  28  Jan.  2012.   <http://www.icivics.org/>.     Summary:  This  website  contains  a  good  amount  of  games  for  learning  civics  and   social  studies.    What  I  found  interesting  about  the  games  were  how  black  and  white   their  opinions  were  on  politics  and  policy  making  were.    While  the  games   themselves  were  sound  mechanically,  the  message  the  games  send  could  probably   use  a  little  work.  


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Quigley,  Shaun.  "Gamification  and  Behavioral  Change."  Upload  &  Share   PowerPoint  presentations  and  documents.  N.p.,  n.d.  Web.  28  Jan.  2012.   <http://www.slideshare.net/quigleyshaun/gamification-­‐and-­‐behavioral-­‐ change>.    

 

 

    Summary:    This  is  a  great  listing  of  how  certain  game  mechanics  relate  to  fulfilling   respective  human  desires.    I  also  like  the  relationship  they  showed  between   persuasive  technology,  game  dynamics  and  gaming  trends.  


The  presentation  of  my  thesis  results  and  research  will  be  shown  using  tables   similar  to  the  ones  shown  in  this  presentation.    I  really  like  the  idea  of  setting  up  a   table  to  show  what  traits  successful  games  that  have  gamified  education  possess   share.    This  is  something  I  will  definitely  include  in  my  thesis  paper.       _________________________________________________________________________________________________    

"Why  is  the  5th  Edition  of  Dungeons  &  Dragons  a  big  deal?."  io9.  We  come  from   the  future..  N.p.,  n.d.  Web.  28  Jan.  2012.  <http://io9.com/5874922/why-­‐is-­‐the-­‐ 5th-­‐edition-­‐of-­‐dungeons-­‐-­‐dragons-­‐a-­‐big-­‐deal>.     Summary:  The  idea  of  modular  design  is  something  I  am  considering  implementing   in  my  project.    I  need  to  take  into  consideration  the  fact  that  available  technology  of   schools  or  other  academic  institutions  might  be  limited  by  budget  or  logistical   constraints.     I  have  been  thinking  of  about  making  my  game  with  a  modular  approach.    The  core   module  will  be  the  reward,  achievement  and  character  attribute  systems.    This   information  will  be  stored  and  modified  through  a  web  interface.    The  game  can  be   expanded  through  the  addition  of  modules;  these  modules  can  be  “quest  modules”   for  specific  subjects,  “subject  modules”  for  specific  subjects  and  “system  modules”   for  additional  games  systems  like  guilds.     The  game  can  also  be  designed  with  a  both  a  non-­‐digital  and  digital  component   similar  to  the  way  Dungeons  and  Dragons  has  been  modernized  to  take  advantage  of   web  based  technologies.     _________________________________________________________________________________________________    

"Urgent  Evoke  -­‐  A  crash  course  in  changing  the  world.."  Urgent  Evoke  -­‐  A  crash   course  in  changing  the  world..  N.p.,  n.d.  Web.  29  Jan.  2012.   <http://www.urgentevoke.com/>.  

  Summary:    The  goal  of  the  ARG  evoke  was  to  have  “folks  in  sub-­‐Saharan  Africa  and   in  the  developing  world  to  partner  together  and  test  and  develop  their  social   entrepreneurship  skills.  Over  10  weeks,  the  gamers  worked  on  10  missions     addressing    issues  like  poverty,  hunger,  sustainable  energy,  water  security,  conflict,   disaster  relief,  health  care,  education,  and  human  rights.  The  stories  were  told  in  a   graphic  novel,  that  demanded  local  insight,  sustainability,  vision,  and   resourcefulness.  WBI  succeeded  in  attracting  just  under  20,000  young  participants   from  over  130  countries.  The  collaboration  among  Evoke  gamers  in  only  10  weeks   led  to  more  than  50  social  enterprises  being  launched.  “One  example  is  this  great   project  called  Libraries  Across  Africa.  The  idea  is  basically  a  McDonalds  of  libraries   that  has  money-­‐making  ventures  (food,  phone  service)  surrounding  the  library  to   make  it  self-­‐supporting.”  


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"Home  ::  World  Without  Oil."  Home  ::  World  Without  Oil.  N.p.,  n.d.  Web.  29   Jan.  2012.  <http://www.worldwithoutoil.org/>.  

  Summary:    This  was  an  ARG  that  was  created  in  2007,  there  were  17,000  players  in   its  initial  test  run.    The  game  allows  players  “to  challenge  themselves  to  survive  in  a   world  without  oil.  “      A  follow  up  by  the  designers  after  the  games  conclusion   showed  that  most  players  are  still  actively  continuing  many  of  the  oil-­‐free  skills  they   learned  or  invented  in  the  game.     What  I  really  liked  about  this  ARG  was  how  its  simple  premise  leads  to  positive  real   world  implications.     “The  best  way  to  prepare  for  the  future  is  to  play  with  it  first.”   _________________________________________________________________________________________________    

"Jane  the  Concussion  Slayer  by  Jane  McGonigal,  Ep  66  -­‐  YouTube  ."  YouTube  -­‐   Broadcast  Yourself.  .  N.p.,  n.d.  Web.  29  Jan.  2012.   <http://www.youtube.com/watch?v=ZztLac0Q1EI&list=LLNRz8saXXwR9kh4S_j pXD6A&index=7&feature=plpp_video>.  

  Summary:  This  is  a  game  that  is  designed  to  help  people  deal  with  concussion   recovery.    Great  application  of  role  playing  game  mechanics.   _________________________________________________________________________________________________    


"World  Peace  Game  Foundation  »  The  Game."  World  Peace  Game  Foundation  .   N.p.,  n.d.  Web.  29  Jan.  2012.   <http://www.worldpeacethemovie.com/about/game/>.    

 

 

    Summary:  “The  World  Peace  Game  is  a  hands-­‐on  political  simulation  that  gives   players  the  opportunity  to  explore  the  connectedness  of  the  global  community  


through  the  lens  of  the  economic,  social,  and  environmental  crises  and  the  imminent   threat  of  war.  The  goal  of  the  game  is  to  extricate  each  country  from  dangerous   circumstances  and  achieve  global  prosperity  with  the  least  amount  of  military   intervention.  As  “nation  teams,”  students  will  gain  greater  understanding  of  the   critical  impact  of  information  and  how  it  is  used.     As  their  teams  venture  further  into  this  interactive  social  setting  laced  with  highly   charged  philosophical  issues,  the  skills  needed  to  identify  ambiguity  and  bias  in  the   information  they  receive  will  be  enhanced  and  more  specifically  they  will  rapidly   perceive  that  reactive  behavior  not  only  provokes  antagonism,  it  can  leave  them   alone  and  isolated  in  the  face  of  powerful  enemies.  Beliefs  and  values  will  evolve  or   completely  unravel  as  they  begin  to  experience  the  positive  impact  and  windows  of   opportunity  that  emerge  through  effective  collaboration  and  refined   communication.”     What  I  really  liked  about  this  game  was  its  free  form  approach  to  problem  solving.     Its  reenactment  of  global  issues  on  a  micro  level  also  provided  a  lot  of  insight  into   how  world  problems  might  be  solved  if  world  leaders  were  more  optimistic  and   idealistic.   _________________________________________________________________________________________________      


Thesis  Research  Checkpoint  3  

  _________________________________________________________________________________________________    

"Computer  simulations  can  be  as  effective  as  direct  observation  at  teaching   students."Science  Daily:  News  &  Articles  in  Science,  Health,  Environment  &   Technology.  N.p.,  n.d.  Web.  8  Feb.  2012.   <http://www.sciencedaily.com/releases/2010/02/100211151653.htm>.  

  Summary:  This  article  talks  about  how  “Students  can  learn  some  science  concepts   just  as  well  from  computers  simulations  as  they  do  from  direct  observation.”         “A  study  found  that  people  who  used  computer  simulations  to  learn  about  moon   phases  understood  the  concepts  just  as  well  -­‐-­‐  and  in  some  cases  better  -­‐-­‐  than  did   those  who  learned  from  collecting  data  from  viewing  the  moon.”       What  I  found  interesting  about  this  article  is  how  simulations  often  offer  more   customizable  options  when  it  comes  to  observing  phenomena  then  direct   observation  does.    Users  can  slow  down,  fast  forward  of  view  things  form  a  different   angle  when  using  a  computer  simulation,  this  allows  for  more  detailed  observation.     _________________________________________________________________________________________________    

"About  |  Institute  of  Play."  Institute  of  Play.  N.p.,  n.d.  Web.  8  Feb.  2012.   <http://www.instituteofplay.org/about/     Summary:  “Based  out  of  New  York  City,  the  Institute’s  mission  is  to  promote  game   design,  games  and  gaming  as  a  model  tool  to  enhance  personal  and  social   development,  in  particular  learning  in  secondary  school  students.”         They  are  most  well  known  for  building  quest  to  learn,  a  New  York  public  school  built   around  game  design  principles.    While  they  approached  the  gamification  of   education  from  a  gorund  up  approach,  I  think  a  better  approach  might  be  one  that   starts  with  easily  implementable  solutions  in  public  schools  that  has  room  to   eventually  shift  and  evolve  as  gamification  gets  increasingly  implemented  on  a   deeper  level  in  education  systems.   _________________________________________________________________________________________________  


Location.  "How  Video  Games  Are  Changing  Education  -­‐  Online  Colleges."  Top   Online  Colleges:  Compare  Accredited  Online  Colleges.  N.p.,  n.d.  Web.  8  Feb.   2012.  <http://www.onlinecolleges.net/2011/08/25/how-­‐video-­‐games-­‐are-­‐ changing-­‐education/>.    

 


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Bourgault,  Kristen.  "  »  Gamification  in  Education:  Epic  Win,  or  Epic  Fail?."   digitalpedagog.org.  N.p.,  n.d.  Web.  12  Feb.  2012.   <http://www.digitalpedagog.org/?p=1416>.  

  Summary:  “Game  designer  and  consultant  Margaret  Robertson  doesn’t  think  so.  In   a  recent  blog  post  speaking  out  against  the  term  ‘gamification’,  Robertson  wrote,   “What  we’re  currently  terming  gamification  is  in  fact  the  process  of  taking  that  thing   that  is  least  essential  to  games  and  representing  it  as  the  core  of  the  experience.   Points  and  badges  have  no  closer  a  relationship  to  games  than  they  do  to  websites   and  fitness  apps  and  loyalty  cards.  They’re  great  tools  for  communicating  progress   and  acknowledging  effort,  but  neither  points  nor  badges  in  any  way  constitute  a   game.”     “Gamification  is  the  wrong  word  for  the  right  idea.  The  word  for  what’s  happening   at  the  moment  is  pointsification.  There  are  things  that  should  be  pointsified.  There   are  things  that  should  be  gamified.  There  are  things  that  should  be  both.  There  are   many,  many  things  that  should  be  neither.”  Margaret  Robertson     You  may  be  tempted  to  jump  on  board  and  trade  your  grades  in  for  badges  and  call   it  a  game.  But  this  simple  act  doesn’t  dramatically  change  the  learner’s  experience.   Take  some  time  to  really  understand  what  makes  a  good  game  great.  Create  a   compelling  narrative  to  pull  your  students  through  the  course.  Set  up  mentoring  and   collaboration  opportunities  such  as  those  you  encounter  in  games  to  enable  learners   to  share  what  they  know.  And  frequently  chime  in  with  feedback.  Use  those  badges   to  chart  progress,  but  meaningful  instructor  feedback  is  what  will  truly  propel  the   learner  forward.”     I  really  liked  reading  this  article,  one  of  the  things  my  game  will  do  differently  then   existing  attempts  to  gamify  education  is  provide  users  with  a  strong  narrative   structure  that  goes  beyond  merely  rewarding  players  with  arbitrary  points  for   completing  tasks.    The  trick  to  doing  this  is  to  create  compelling  experiences  that   teach  useful  lessons  to  users.   _________________________________________________________________________________________________    

Mozilla  Launches  Open  Badges  Project  |  The  Mozilla  Blog."  The  Mozilla  Blog  |   News,  notes  and  ramblings  from  the  Mozilla  project.  N.p.,  n.d.  Web.  12  Feb.   2012.  <http://blog.mozilla.com/blog/2011/09/15/openbadges/>.  

  Summary:  “Learning  today  happens  everywhere,  not  just  in  the  classroom.  But  it's   often  difficult  to  get  recognition  for  skills  and  achievements  that  happen  outside  of   school.  Mozilla's  Open  Badges  project  is  working  to  solve  that  problem,  making  it  


easy  for  anyone  to  issue,  earn  and  display  badges  across  the  web  -­‐-­‐  through  a  shared   infrastructure  that's  free  and  open  to  all.  The  result:  helping  learners  everywhere   display  21st  century  skills,  unlock  career  and  educational  opportunities,  and  level   up  in  their  life  and  work.”     “The  web  and  other  new  learning  spaces  provide  exciting  ways  to  gain  skills  and   experience  -­‐-­‐  from  online  courses,  learning  networks  and  mentorship  to  peer   learning,  volunteering  and  after-­‐school  programs.  Badges  provide  a  way  for  learners   to  get  recognition  for  these  skills,  and  display  them  to  potential  employers,  schools,   colleagues  and  their  community.”     This  is  an  interesting  attempt  at  gamifying  learning.    What  I  like  about  this  system  is   its  unique  reward  system.    Badges  and  achievements  will  serve  a  purpose  similar  to   what  high  gamer  scores  or  records  show  in  games,  they  represent  what  skills  users   posses  in  a  way  that  is  easily  recognizable  by  potential  employees  or  schools.   _________________________________________________________________________________________________    

Sheldon,  Lee.  "Syllabus  «  Gaming  the  Classroom."  Gaming  the  Classroom.  N.p.,   n.d.  Web.  12  Feb.  2012.   <http://gamingtheclassroom.wordpress.com/syllabus/>.     Summary:  “This  class  is  designed  as  a  multiplayer  game.     Class  time  will  be  divided  between  fighting  monsters  (Quizzes,  Exams  etc.),   completing  quests  (Presentations  of  Games,  Research  etc.)  and  crafting  (Personal   Game  Premises,  Game  Analysis  Papers,  Video  Game  Concept  Document  etc.).     At  the  beginning  of  the  semester  everyone  in  the  class  will  choose  and  name  their   avatars.  The  first  task  is  to  craft  the  premise  of  a  multiplayer  game  you  would  like  to   design.  Guilds  to  craft  these  games  will  be  chosen,  balanced  as  closely  as  possible  by   l33t  skillz  and  interests.  Guilds  will  choose  their  names.  There  will  be  six  guilds  of   six-­‐seven  members  each  depending  upon  final  class  size.”     This  is  Lee  Sheldon’s  syllabus  for  hi  multiplayer  game  design  class;  he  was  one  of  the   first  prominent  game  designers  to  attempt  to  gamify  education.    I  think  he   approached  work  really  well  because  the  group  of  students  he  was  just  working   with  were  familiar  with  game  mechanics  and  terminology,  however  some  work   would  be  needed  to  modify  his  system  for  use  with  an  audience  that  is  less  familiar   with  game  related  terminology.   _________________________________________________________________________________________________  


"9GAG  -­‐  Are  you  ready  for  a  revolution  in  education?."  9GAG  -­‐  Just  for  Fun!.   N.p.,  n.d.  Web.  13  Feb.  2012.  <http://9gag.com/gag/2421622?ref=fb-­‐share>.    

 


Thesis  Research  Checkpoint  4  

_________________________________________________________________________________________________    

"They  Made  a  Video  Game  About  Slavery,  And  It's  Actually  Good."  Kotaku,  the   Gamer’s  Guide.  N.p.,  n.d.  Web.  15  Feb.  2012.   <http://kotaku.com/5885194/they-­‐made-­‐a-­‐video-­‐game-­‐about-­‐slavery-­‐and-­‐its-­‐ actually-­‐good>.  

  Summary:  “Video  games  take  us  places;  this  is  known.  They  allow  us  to  try  on   identities  other  than  our  own,  and  to  see  what  it's  like  to  live  life  as  another  person.   They  can  also  teach  us  things.  Math  and  science  teachers  have  spent  a  good  amount   of  time  figuring  out  how  to  leverage  games  to  better  instruct  their  students,  but   role-­‐playing  and  adventure  games  have  always  seemed  particularly  well-­‐suited  to   teaching  history.”     This  article  was  a  good  summary  about  what  some  of  the  better  known  practical   applications  of  game  mechanics  in  an  academic  setting.    I  found  the  game  to  be  a   pretty  good  attempt  at  gamifying  education.       _________________________________________________________________________________________________    

Quigley,  Shaun.  "Gamification:  How  to  Level  Up  Consumer   Engagement."Upload  &  Share  PowerPoint  presentations  and  documents.  N.p.,   n.d.  Web.  26  Feb.  2012.   <http://www.slideshare.net/quigleyshaun/gamification-­‐webinar-­‐pdf>.     Summary:    This  presentation  gave  a  great  summary  of  the  major  impact  that   gamification  is  having  on  multiple  industries.    The  presentation  focuses  on   consumer  engagement,  however  I  feel  that  the  theories  that  they  present  can  be   applied  towards  academic  use  too.    The  6  suggested  steps  are  to:     1. Decide  on  a  topic   2. Pick  an  audience   3. Define  player  motivations   4. Define  your  victory  conditions   5. Set  the  rules  for  the  game   6. Make  it  social.     This  presentation  is  a  huge  update  to  the  one  I  have  listed  from  a  previous   checkpoint  that  is  also  created  by  Shaun  Quigley.    I  also  found  it  funny  that  he  


included  a  short  “how  to”  section  for  making  games  through  his  proposed   gamificaiton  framework.   _________________________________________________________________________________________________    

"The  Gamification  of  Education  (infographic)  |  Adding  the  Fun."  Adding  the  Fun   |  Teaching  you  the  secrets  about  Gamification.  N.p.,  n.d.  Web.  26  Feb.  2012.   <http://addingthefun.com/2012/02/the-­‐gamification-­‐of-­‐education-­‐ infographic/>.    

  _________________________________________________________________________________________________  


"This  Game  Sucks:  How  to  Improve  the  Gamification  of  Education  (EDUCAUSE   Review)  |  EDUCAUSE."  What  is  EDUCAUSE?  |  EDUCAUSE.  N.p.,  n.d.  Web.  26   Feb.  2012.   <http://www.educause.edu/EDUCAUSE+Review/EDUCAUSEReviewMagazineV olume46/ThisGameSucksHowtoImprovetheGa/222665>.     Summary:  “Education  has  been  a  system  of  status  and  points  since  the  dawn  of  the   Industrial  Age.  Scores  on  assignments  serve  as  points.  Graduation  is  a  level   achieved.  A  diploma  is  a  badge  of  confidence  from  an  accredited  institution.   However,  critics  of  gamification  claim  that  those  who  are  trying  to  spice  up  their   businesses  with  badges  and  levels  don't  actually  understand  how  a  game  works.   Rather  than  adding  levels  of  engagement  that  make  something  fun,  some  of  these   applications  simply  add  tracking  systems,  which  these  critics  refer  to  as   "pointsification."1  Just  adding  badges  won't  automatically  make  people  want  to  earn   them.  Allowing  one  user  to  accumulate  more  points  than  other  users  won't   necessarily  motivate  any  of  the  users.  I  would  argue  that  education  has  made  the   same  mistake.  Perhaps  education  could  be  improved  by  ditching  the  points  and   adding  the  game;  technology  can  help.”     “What  can  we  do  to  fix  this  problem?  I  see  two  choices:  (1)  take  away  the   pointsification;  or  (2)  improve  the  game.  Grades  and  degrees  aren't  going  anywhere,   so  the  first  option  won't  work.  We're  left  with  the  challenge  of  taking  a  rather  poor   game  and  making  it  a  better  one.  “     This  article  discusses  the  limits  of  how  radical  the  gamification  of  education  can  be   due  to  the  necessity  of  grading  and  degree  systems.    What  the  author  suggests   however  is  small  steps  that  can  be  taken  gradually.   _________________________________________________________________________________________________    

"  The  Dangers  of  Gamifying  Education  |  SocialEarth."  SocialEarth.  N.p.,  n.d.   Web.  26  Feb.  2012.  <http://www.socialearth.org/the-­‐dangers-­‐of-­‐gamifying-­‐ education>.  

  Summary:  “Despite  these  potential  benefits,  the  gamification  trend  worries  me  for  a   couple  of  reasons.  First,  students  may  start  to  expect  that  many  or  all  lessons  will   come  in  game  form.  This  expectation  that  schooling  should  be  turned  into  a  series  of   games  is  troubling  because  of  the  qualities  of  video  games.  Games  are  entertaining.   They  are  fast.  If  you  get  stuck  playing  a  game,  you  can  almost  always  go  back  and   retry  a  level  or  reset  the  game.  Education  can  be  fun,  but  it  is  rarely  rapid.  When  a   student  cannot  figure  out  a  complicated  math  problem  or  struggles  to  find  the  right   word  in  an  essay,  she  cannot  press  the  reset  button.  In  school,  students  often  have  to   think  hard  and  try  a  number  of  different  strategies  before  they  find  one  that  works.   This  process  is  time-­‐consuming  and  it  requires  focus,  but  it  is  also  how  people   master  skills.  Games  move  so  quickly  and  can  be  paused  so  easily  that  it  is  doubtful  


any  student  would  sit  and  struggle  with  a  complicated  problem  for  very  long.  The   ability  to  concentrate  for  a  long  period  of  time  is  one  of  the  most  important  traits  of   the  educated  person,  but  it  is  a  skill  that  is  not  valued  in  the  gaming  world.     Finally,  and  perhaps  most  worryingly,  the  gamification  trend  may  devalue  subjects   that  cannot  be  turned  into  games.  Students  may  avoid  subjects  that  do  not  lend   themselves  to  gamification  like  philosophy,  English,  and  civics.  How  many  students   would  want  to  debate  solutions  to  global  poverty  or  write  an  essay  reflecting  on   Shakespeare  or  Fitzgerald  when  they  could  play  a  game  in  another  class?   Educational  games  will  always  struggle  to  help  students  develop  creativity,  the   ability  to  form  and  present  original  opinions,  and  the  capacity  to  understand   another  person’s  point  of  view–skills  that  are  important  to  every  child’s   development  as  a  student  and  as  a  human  being.  Although  innovation  in  education   is  always  welcome,  students  are  more  likely  to  learn  and  develop  successful  habits   through  books,  not  video  games.”     While  this  article  is  interesting,  I  think  that  the  issues  that  the  author  raises  can  be   solved  with  good  design.        The  first  issue  can  be  solved  with  good  pacing  and   narrative  structure;  players  can  be  conditioned  to  enjoy  solving  complicated   problems  that  take  a  long  time  to  solve  if  the  reward  system  is  good  enough.    The  2nd   can  simply  be  addressed  by  creative  game  design.   _________________________________________________________________________________________________    

"Gaming  for  Your  Grades:  The  Gamification  of  Education  at  Penn  State  —   Teaching  and  Learning  with  Technology."  Teaching  and  Learning  with   Technology.  N.p.,  n.d.  Web.  26  Feb.  2012.   <http://tlt.its.psu.edu/about/news/2011/gaming-­‐for-­‐your-­‐grades-­‐the-­‐ gamification-­‐of-­‐education-­‐at-­‐penn-­‐state>.  

  Summary:  This  article  provides  a  great  broad  implementation  of  gamification  of   education  at  Penn  State.         “The  point  of  gamification  or  “gamifying”  course  materials  is  not  necessarily  to  make   an  activity  or  subject  more  “fun,”  but  to  make  it  more  interesting  and  appealing  to   students.  The  goal  of  gamification  is  to  change  students’  behaviors  in  relation  to   education  and  engage  them  with  the  course  material.  Designing  instruction  and   daily  lectures  using  game-­‐like  elements  is  a  way  to  accomplish  this.     The  very  process  of  designing  a  course  syllabi  with  the  incorporation  of  gamification   forces  an  instructor  or  professor  into  critically  analyzing  their  learning  objectives   and  creating  a  game,  points  system,  or  competitive  element  that  brings  added  value,   interest,  and  connection  to  their  students.  This  commitment  on  the  part  of  the   instructor  presents  the  course  material  and  text  in  a  contemporary  way  and  relates  


to  the  pupils  they  are  teaching  while  re-­‐evaluating  the  very  structure  of  the  course   itself.     Gamifying  a  course  has  several  expected  impacts  it  hopes  to  obtain  besides   increasing  student  engagement  and  learning.  The  implementation  of  a  game-­‐like   scenario  into  a  classroom  can  increase  the  amount  of  time  a  student  is  willing  to   spend  on  an  assignment,  encourage  a  willingness  to  discuss  ideas  in  class,  and   provoke  a  long-­‐term  retention  beyond  a  mere  improvement  in  exam  grades.  One  of   the  research  interests  of  the  EGC  is  to  explore  these  benefits.     The  betterment  of  gaming  in  education  also  serves  the  students’  interests,  not  only   the  courses.  Each  individual  learns  in  a  different  way  and  not  everyone  can  truly   acquire  knowledge  through  the  memorization  of  a  textbook.  Gamification  reaches   out  to  students  who  kinetically  learn  from  experience  or  “doing”  while  providing   unique  opportunities  for  engagement  in  classes  of  300  or  more.     The  virtual  advantages  and  lack  of  consequences  to  games  are  also  a  major  asset.   Games  actualize  experiences  which  otherwise  would  be  impossible.  An  exploration   of  the  human  body  or  the  re-­‐enactment  of  World  Wars  is  no  longer  hypothetical,  but   can  be  depicted  on  a  computer  screen.  Games  also  allow  students  to  make  mistakes   in  multiple  situations  and  see  the  projected  outcomes  of  their  mistakes  without  the   fear  of  risks  associated  with  reality,  allowing  for  a  deeper  understanding  of  the   concepts  of  course  materials  and  the  number  of  strategies  one  can  employ  in  order   to  achieve  a  goal  or  need.”   _________________________________________________________________________________________________    


Thesis  Research  Checkpoint  5  

_________________________________________________________________________________________________  

"Daniel  Donahoo:  Gamification  in  Education:  Should  We  Play?."  Breaking  News   and  Opinion  on  The  Huffington  Post.  N.p.,  n.d.  Web.  11  Mar.  2012.   <http://www.huffingtonpost.com/daniel-­‐donahoo/gamification-­‐in-­‐ education_b_927842.html>.  

  Summary:  “Gamification  has  come  under  some  fire  from  gamers  recently,   specifically  since  this  post  from  Ian  Bogost  (since  republished  in  The  Atlantic).  It   could  be  the  beginning  of  a  backlash  against  the  use  of  video  games  and  game   culture  in  a  wide  variety  of  spaces.  Bogost  is  ruthless  in  his  attack  on  the  corporate   world's  foray  into  gaming,  but  what  of  serious  games  and  the  broader  concepts   around  gamification  and  game-­‐based  learning  in  education?  Where  does  this  leave   the  push  by  schools  and  educators  who  have  been  exploring  the  use  of  games  and   game-­‐based  learning  as  a  way  of  engaging  students,  teaching  twenty-­‐first  century   skills  and  finding  ways  to  make  the  technologically-­‐saturated  lives  of  our  children   relevant  in  the  classroom?”     “Gamification  does  not  necessarily  involve  the  use  of  high  technology.  In  fact,  I've   seen  some  very  effective  gamification  that  has  been  implemented  using  trading   cards.  A  great  example  is  the  Teachers  College  at  Columbia  University,  where  they   designed  gamification  for  K-­‐12  and  higher  education.  Because  many  K-­‐12  students   don't  have  access  to  a  computer,  they  implemented  the  whole  gamification  strategy   based  on  "action  cards."  Gamification  is  certainly  easier  with  the  help  of  technology   since  it  can  help  track  a  wider  range  of  actions  and  interactions  with  a  much  higher   fidelity  than  humans.  However,  the  fundamental  game  mechanics  and  dynamics  do   not  change  -­‐-­‐  they  are  all  based  on  behavioral  psychology,  not  technology.”     This  article  is  great  because  it  gets  down  to  what  proper  gamification  is  all  about.     The  focus  should  always  be  on  behavioral  psychology  not  on  technology.     Technology  should  be  used  as  a  tool  to  immerse  and  enhance  the  game  play   experience.    It  should  never  be  the  sole  focus.   _________________________________________________________________________________________________    

Ferlazzo,  Larry.  "Kathy  Sierra  On  Gamification  In  Education."  Edublogs.  N.p.,   n.d.  Web.  11  Mar.  2012.  <larryferlazzo.edublogs.org/2012/02/26/kathy-­‐sierra-­‐ on-­‐gamification-­‐in-­‐education/>.     Summary:  “I  like  to  categorize  areas  that  can/might  be  gamification  into  at  least   three  categories:    


1.  Probably  “safe”  to  gamify     2.  Possibly  OK  to  gamify  (depending  on  what  form  of  gamification)     3.  Probably  dangerous  to  gamify  (because  of  the  side-­‐effects)     This  all  assumes  gamification  as  opposed  actual  (including  “serious”)  games,  where   most  gamification  is  based  entirely  around  externally-­‐regulated  extrinsic  rewards.”     The  splitting  up  of  areas  that  can  be  gamified  are  interesting,  however  I  think  the   author  is  making  a  mistake  in  splitting  up  games  and  gamification,  there  is  actuallya   great  deal  of  overlap  in  between  the  2.    I  personally  believe  that  what  defines   gamification  is  no  the  question  of  how  but  is  instead  a  question  of  why  when  it   comes  to  good  design.   _________________________________________________________________________________________________    

"Democracy  2  ."  Positech  Games  -­‐  Developers  of  Gratuitous  Space  Battles  &   Democracy.  N.p.,  n.d.  Web.  11  Mar.  2012.   <http://positech.co.uk/democracy2/>.    

 

 


Summary:  “Democracy  2  is  the  ultimate  political  strategy  /  simulation  game.  The   game  simulates  the  motivations,  loyalties  and  desires  of  everyone  in  the  country.  As   president  or  prime  minister,  it's  your  job  to  balance  the  need  for  income  from  taxes   against  the  demands  of  the  voters.  Do  you  want  your  country  to  be  an  eco-­‐friendly   green  paradise?  or  a  capitalist  utopia?  Will  you  pander  to  the  patriots,  the  liberals  or   the  religious  pressure  groups?  Can  you  keep  crime  under  control  without   destroying  the  civil  liberties  of  your  citizens?  And  can  you  keep  good  diplomatic   relations  with  other  nation  states?”     Great  example  of  a  game  while  educational  in  nature  is  still  a  game  designed   primarily  for  entertainment.   _________________________________________________________________________________________________    

"Grock  It."  Grock  It.  N.p.,  n.d.  Web.  11  Mar.  2012.  <https://grockit.com/>.     Summary:  “Grockit  is  the  world's  fastest  growing  online  test  prep  service  for   students  seeking  to  get  their  best  potential  score  on  the  GMAT,  SAT,  ACT,  GRE,  and   other  tests  required  for  college  admissions.   Grockit  is  an  adaptive,  personalized  learning  program  distinguished  by  its  unique   social  learning  features  that  are  proven  to  help  people  learn  quickly  and  answer   more  questions  correctly.”     Grock  It  is  a  great  example  of  a  successful  implementation  of  gamification  of  test   preparation.   _________________________________________________________________________________________________    

"Creative  Kitchen,  The  Game  by  Ted  Cheecharoen  —  Kickstarter."  Kickstarter.   N.p.,  n.d.  Web.  11  Mar.  2012.   <http://www.kickstarter.com/projects/creativekitchen/creative-­‐kitchen-­‐the-­‐ game>.  

  Summary:  “The  game  is  played  by  dealing  each  “chef  contestant”  a  set  of  ingredient   cards.  Based  off  the  mystery  box  ingredient  concept  popular  in  shows  such  as  Food   Network’s  Chopped  and  Iron  Chef,  players  can  discard  and  pick  up  new  ingredients   in  their  quest  to  make  the  best  recipe  out  of  their  hand.  Contestants  then  have  to   name  and  illustrate  their  dish  on  provided  recipe  cards  and  sell  it  to  their  panel  of   judges  (their  fellow  contestants!).  Creative  Kitchen  is  a  great  way  to  gather  recipes   from  friends  and  share  a  few  laughs  over  “interesting”  recipes.  Cheers  to  Creative   Kitchen’s  next  master  chef!”     Great  non  digital  implementation  of  gamification  of  recipe  making  skills.   _________________________________________________________________________________________________    



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