Showing posts with label badges. Show all posts
Showing posts with label badges. Show all posts

Saturday, 7 September 2013

Badges, Gamification, Employment & Lifelong Learning

Image courtesy of kerolic on Flickr.
We often talk of gamification and have even won an award for doing so (click here).  But we (and many others) usually talk about how badges are engaging and motivating for the learner or even how they can essentially coerce people to do things that an organisation/individual wants (e.g. good behaviour in class, sharing promotional content on social media sites, reviewing products etc).  Badges and other gamification strategies have been used very successfully in this way.  However, the report, ‘Expanding Education and Workforce Opportunities Through Digital Badges’ takes a slightly different look at the phenomenon.

This new report from the Alliance for Excellent Education and Mozilla has looked at how badges can be used as a way of showing and verifying to employers the skills that individuals have amassed.  These can be formal education, knowledge based skills, 21st century skills as well as skills gained through hobbies and other ‘extracurricular’ activities.  “A digital badge system can bring resumes into the twenty-first century,” says Gov. Bob Wise, president of the Alliance for Excellent Education and former governor of West Virginia.  “Digital badges are making anytime, anywhere learning a reality for learners of all ages who want to pursue their interests with tangible results in real time… Badges bridge the divide between formal and informal education, and they have the power to transform competency-based learning and hiring practices.”

The report does explore how digital badges can be used to improve student learning and outcomes, but also how they can expand vocational and interest-based skills for learners of all ages.  And importantly, what this can mean for employment.  “The way we learn and the way we work have radically changed in today’s digital age, and we need the credentials that make sense for the way we live our lives today,” argued Erin Knight, senior director of learning and badges at Mozilla.  “Open Badges can connect learners to better jobs and opportunities, allowing them to increase skillsets and marketability. In return, employers can look beyond abstract credentials or self-reported resumes and get credible information on candidates—finding a better match, and unlocking a better future for all involved.”

Expanding Education and Workforce Opportunities Through Digital Badges defined badges as ‘credentials that represent skills, interests, and achievements earned by an individual through specific projects, programs, courses, or other activities.’  The report argued that it is important that badges are defined accordingly and are measured against a specific set of standards so that they could be used by employers in a meaningful way.  The report suggests that for this to happen, there must be an open badge standard that ensures all badges contain the same level of criteria and evidence, which allows people to earn badges from different issuers, manage and collect them, and display them on websites as they see fit.  Mozilla has created this “Open Badges” standard that ensures the credibility of verifiable skills involved with the badges.  They aim to make the badges credible by making them store information through hyperlinks about what tasks, projects etc. were completed to earn the badge.

Schools can use the system to connect their pupils’ curricular and extracurricular learning as well as rewarding them for developing their 21st century skills.  The schools and colleges that have adopted the system so far have also done so to make learning more engaging and innovative.  “Learning pathways differ from student to student, but badges can bridge those differences and provide students with opportunities to follow their interests, and connect what they have learned—at any time and place—to academic achievement, career success, and civic engagement,” Wise said.

But what interests me most is what the badges could mean for employment.  It is unlikely that this system would completely become the norm, but it does make one wonder.  It could encourage children from a younger age to think about their careers.  It could encourage a closer relationship between students and employers, giving both valuable experiences.  Employers could tailor more what is being taught in schools.  They might put emphasis on different elements of a person than their grades.  The system also has interesting implications for lifelong learning.  It could foster a more positive relationship with learning as a whole.  It may make people think of and approach learning differently.  People could become inspired by the badges of others.  The intrinsic reward of a badge along with the ability to ‘show off’ to others could generate an impressive level of learning.

Obviously, these are all big ‘what if’s and this one system is unlikely to do everything (if any of these).  However, I do think it highlights something interesting and very positive about society and it would be great if it took off.  The popularisation of geek-chic (which I thoroughly approve of) along with the acceptance and popularity of video games may just have amalgamated to create something that could be great for learning and learners.  One thing I would like to see being emphasised though, in a system like this, would be badges for good deeds, charitable giving and so on, and then we could really be on to something great!

Click here for the full report.

Click here for more about Open Badges.

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Monday, 20 May 2013

Gamification In and Out of Education


Our recent blog posts about gamification and education (‘Gamification in Education’ and ‘Gamifying the Classroom: 10 Inspiring Articles’) seem to have gone down very well.  So I thought I’d compile a list of articles about gamification in general, from the classroom to the office and beyond.  Just click the titles to go to the full articles and click the infographic below for a full-scale version.

Image from SOCIALCAST. Click for full-scale infographic.

  1. A Teacher’s Guide to Using Badges in your Classroom - The simplification of gamification to badges is criticised.  However, they can be powerful and have a strong history as this article explains.  Good advice about how to implement gamification in the classroom.
  2. Gamification Boosts OTT’s eLearning Engagement by 65% - A success story of using gamification principles to great effect.
  3. Brand Gamification is Hot Trend in Social Marketing – An analysis of how and why Klout and Foursquare use gamification.
  4. Why Gamification is Important as a Young Professional - Includes aspects of gamification such as that Generation Y is used to gaming and that it makes work more fun and meaningful.
  5. Smart Gamification: Seven Core Concepts for Creating Compelling Experiences - Includes ideas such as designing for the target audience and building a system that is easy to learn but hard to master.  Includes a video.
  6. 8 Research Findings Supporting the Benefits of Gamification in Education - Including an increased attention span, augmenting language capabilities and increased cognitive and social growth.
  7. Let the Games Begin! – A podcast about gamification being used to drive member engagement in loyalty programmes.
  8. Why Gamification is Important as a Gamer - The author argues that everything should be gamified as it is fun, improves problem-solving, out of the box thinking and so on.
  9. The Three F’s of Successful Gamification - How Feedback, Friends and Fun drive gamification.  Also shares what Gabe Zichermann argues are common mistakes made by those applying gamification to their business such as a heavy focus on badges plus an indication of gamification trends.
  10. The Term Gamification: Why I Hate It AND Why I Love It - A discussion about the term gamification and some suggested alternatives, such as engagification and motivational design.

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Monday, 13 May 2013

Gamification with World of Classcraft

We briefly discussed World of Classcraft in our blog article ‘Gamifying the Classroom: 10 Inspiring Articles’.  But we are so impressed with the innovative use of gamification in a school setting, that we decided that to do them a bit more justice and give them a full blog post.


What is World of Classcraft (WoC)?
In WoC, pupils play as adventurers and the teacher acts as the game master.  The students form groups and each choose a class (mage, warrior or healer).  These should be balanced in each group as each class has real-life powers ranging from eating in class to bringing their notes to an exam.  Some of these powers are for personal use but some can be used on other players.  They gain powers by doing good deeds (helping fellow students, finishing homework, getting to class on time etc.).  However, bad deeds (bullying, being disruptive, not completing homework etc.) lose hit points, which can lead to death and terrible consequences (such as the dreaded Saturday-morning detention).  As a team, they face monsters (homework) and fight boss battles (exams). 

Does it work?
Student motivation has skyrocketed since the game was implemented by the inventors in their school.  The students’ desire to level up, coupled with the risk of in-game death has vastly changed their relationship to classes and school.  By fostering collaboration (collaborative actions and powers are rewarded with bonus XP), students are now helping each other with daily challenges of school life such as questions about homework, in class work, tardiness.  According to the inventors, the effects have been profound.

More than just Badges
Critics of gamification argue that rewarding people with badges will only work so far, in certain circumstances and with certain people.  They argue that it is just a fad.  However, they are really missing the point.  Gamification isn’t just about the badges, that is just an easy way many people choose to use game mechanics to encourage engagement and so on.  WoC has shown that gamification can be a rich experience that frames the entire learning process to achieve great results.

Compared to other gamification efforts in school, World of Classcraft is vastly more
complex.  Students can choose from 3 classes, there are almost 30 different powers and over 100 random events (http://worldofclasscraft.com/events/) can be applied to any subject matter.  The possibilities are endless which makes for an engaging experience that can be changed and adapted to suit the individual needs of each class.

What’s Next for World of Classcraft?
WoC is building a free game engine to allow teachers all over the world to play the game with their students.  A Kickstarter campaign has been launched to raise funds to cover initial development and maintenance costs.  To help click here.

Find out More

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Thursday, 14 March 2013

Gamifying the Classroom: 10 Inspiring Articles


1. Let’s play school: Gamification and the future of education - This short article discusses how gamification in education can increase motivation and engagement.  The article contains insights from Khan Academy president Shantanu Sinha who argues that games are motivational as they allow people to progress at their own pace, they give immediate feedback and praise and they allow people to push their own boundaries.

Infographic by SuperFunner via this article.
2. Study’s the Name of the Game - This article provides a balanced introduction to gamification including various statistics.  It explains how one school uses games in science classes to achieve self-directed, organic learning.  Gamification enables the students to become fully immersed, engaged, motivated, lower their fear of failure and become better time managers.  The article also discusses research done on university students that found students absorbed more information than reading a book.  Importantly, the article warns against students becoming too extrinsically motivated and that gamification can actually be used to develop the intrinsic motivation to learn.

3. Six Ways to Look at Badging Systems Designed for Learning - While we at pixelfountain believe gamification should be more than simply awarding badges, this article has some interesting insights.  Some of the ways that the authors see badges working in education include: badges acting as alternative assessment, as learning scaffolding and to develop lifelong learning skills.

4. Gamifying Homework - This article discusses research done by Richard Landers on undergraduate students to encourage them to do their homework.  The researcher developed a social network for the students that included basic gamification principles and 28% of the students willingly chose to do extra work that wouldn’t affect their grades.

5. How to Use Game Dynamics in the Classroom - This article gives a brief introduction of another piece of research about using gamification in undergraduate courses.  The experimental group will have the chance to complete various challenges, which will earn them points.  The control group will have the same lectures but will be asked to complete quizzes (containing the same questions, but with no points system).  The groups will be compared on engagement, attendance and academic performance.  I am unable to find the results of the study, but it will be interesting to see if gamification had an impact.

6. The Gamified Classroom - Part 1: The Unique Obstacles Teachers Face - This article argues that gamification will encourage engagement in classrooms.  However, it also discusses potential problems: budget and scalability.

7. The Gamified Classroom – Part 2: Technology’s Role in a Gamified Classroom - Part two of the series explains how children should be taught 21st century skills rather than focussing on teaching them how to use the technology of the moment as this will be obsolete in not very long.  It also discusses how education should be student centred, however, unless there are fundamental shifts in the education system, this is difficult.  However, technology could be a way of achieving this as much gamified content is differentiated for different levels and personality types.  The article goes on to explain that children know how to use technology for entertainment, but the job of a teacher should be to show them how to use them for other purposes.  They should develop their 21st century skills in conjunction with the technology, but not dependent on it, to work collaboratively on projects, for research and so on.

8. The Gamified Classroom – Part 3: The Importance of Motivation - This part dicusses the work of Educational Psychologist Jere Brophy.  Brophy argued that Motivation = Expectancy (of success) x Value (of succeeding).  Brophy developed a series of factors that he found motivating and the article discusses how gamification could be used to reach the same ends.  Factors include: provide opportunities for choice and provide opportunities for students to respond actively.  The author argues that gamification works better that traditional education as it offers a narrative; learning has a purpose greater than simply achieving grades, and this is why it is so motivating.

9. Education Meets ‘World of Warcraft’ - This article highlights some interesting teaching methods.  A teacher begins each semester by greeting his class with “Congratulations, you have an F” and adds, “But you can level up”.  He designs his class like a Massively Multiplayer Online Roleplaying Game (MMORPG) such as World of Warcraft by dividing his class into guilds which must complete quests (such as making a presentation) to earn points and advance to the next level.  The article discusses the results this innovative teacher has achieved and discusses more about why gamification works and other ways that it has been used (such as to promote good interpersonal skills, not just good grades and attendance).

10. Gamifying the Classroom with World of Classcraft - This software uses the principles of MMORPGs in a classroom setting with the ultimate goal of making the whole class into a game.  Students earn experience points by doing positive actions in class, these lead to them levelling up and gaining special abilities (for themselves, peers and the class).  The software makes use of an online leader board and can be used across the curriculum.

If you haven’t already read them, have a read of our blog posts on gamification:


Monday, 26 November 2012

Gamification of the Workplace


Last week I talked about the gamification of classrooms.  However, gamification of work has been the focus of some attention recently.  The Economist published an article earlier this month titled: ‘More than just a game: Video games are behind the latest fad in management’ (click here for an online version).

The article talks of the general gaming trends and how people will spend a lot of time, money and real effort playing games.  At work, people are essentially bribed to do repetitive tasks, but have no trouble spending hours building up their characters in online role playing games, meticulously caring for their plants on virtual farms, chasing high scores and pursuing the tops of leader boards.  Management gurus have harnessed this power and installed some of gaming’s basic elements such as badges, levels and leader boards into workplaces.


However, the article argues several things.  Firstly, elements such as rewards (money), leader boards and employee of the month competitions have been around for a long time.  They refer to arguments that say gamification is simply a cunning way of exploiting human psychology to make a profit (akin to gambling).  Another argument against gamification is that people may soon become bored of the trivial, faddish interpretation of gamification and even see it as patronising.  Others argue that employees may become cynical of methods of boosting productivity that cost their organisation nothing and that enjoying work in itself, without the need for a reward is the best motivation.    

These arguments are completely valid.  However, they are valid for the simple, shallow form of gamification that the article is addressing.  In my previous post, I talked about how gamification can be understood in two broad ways: harnessing more games based learning and gamifying the classroom (or in this case, workplace) in a more general sense.  The general sense I am referring to is using gaming principles such as badges and levels to monitor and encourage good behaviour and attainment (productivity).

I do think that badges and competitions have their place.  They can be powerfully motivating.  However, I also see that their success could be short lived and seen as patronising, manipulative and not universally engaging.  Further than this, I think the main problem is the changes produced are short term and shallow.  By this, I mean that they may encourage competition and productivity.  But to work long term, the employees’ interest would have to be sustained.  There are some people who are just not competitive and others who would wonder why they should work harder for a badge and not a bonus or a promotion.

Gamification needs to be richer than this.  There is a lot more to World of Warcraft than simply gaining achievements.  Granted, you cannot turn work fully into a game, however, let’s just revisit the definition of gamification.  It involves taking game principles and using them in non-games.  In the workplace, this could involve making more use of games based learning.  For example, training is a great way of bringing games into the workplace.  Tailor made training games can involve complex challenges that lead to meaningful rewards: deep, long lasting learning.  These can have a real impact on the organisation and do not simply involve training vocational skills.  They can also be used to reduce silo thinking and increase collaboration, enhancing creativity, innovation and reducing wastage (and, in turn, money).  Some games can also train employees to be more environmentally friendly, which is good for both the CSR department and the Finance department.  For more information, see our previous blog articles: ‘Adult Games Based Learning and sim-uni’ and ‘Proof of the Pudding Part Three’.

Making every day working life resemble a game is also the way many offices seem to be going.  Google have slides, giant bouncy balls, scooters, foam baths, lava lamps and dogs in their offices.  They believe that this environment is perfect for generating creativity and innovation.  Some workplaces have aerobics sessions in the morning to wake people up and small logic puzzles to get the brain going.  These are already great way of getting short games and fun into the working day.  How about having Wii Sport, Just Dance or Wii Zumba breaks?  What about doing a level / mission of a game to get your brain going?  How about a game of sudoku, a crossword puzzle or an exercise on Nintendo’s Brain Training?  These could be done in groups or at a whole office level, which would integrate team building into everyday life, in a fun way.

Gamification is young; therefore it seems churlish to right it off as a fad.  I have seen many figures that suggest gamification is on the rise and will be one of the most important trends in the business world in terms of employee (and customer) engagement.  I feel that, to work, gamification needs to be given a little more credit and needs to be more rich than it is currently understood to be.  Have a look at this TemboSocial infographic for some of the statistics.  Gamification could be a powerful tool and I feel that it could be big, if properly utilised.
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