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A Novice Designer's Attempt at Deep Gamification of Life Skills…
A Novice Designer's Attempt at Deep Gamification of Life Skills Education.
Gamification
? What is gamification in education contexts?
How is Deep Gamification different from Game-base learning
How is it different from making serious-games
theoretical foundations
Drive theory
SDT
Flow
Literature review
Deep vs Shallow gamification
Intro:
Why me? Why this topic?
How digital games changed my life
The motivational power of games
Attempt?
What did I try to make?
The Origin Story of "Facing Dragons"
Link to the most recent game build
PC
https://1drv.ms/u/s!Ai2OEGY-IXhkrkwMLdc3SaKavxZQ?e=g5tOsH
Android:
https://1drv.ms/u/s!Ai2OEGY-IXhkrk2HE82sk_wvaIoB?e=BTvGG4
Linked to canceled Kickstarter
https://www.kickstarter.com/projects/facingdragons/facing-dragons-a-mixed-reality-game-to-unlock-your-purpose?fbclid=IwAR2zPkUeTvkI-nXwYYJOKQEsPJfoXtp7XcgJOVZIEMu4ANKV9zQ1eNdfLkc
Built on the successes of Other Gamification apps that help people, but tries to go "deeper" with gamification
(Superbetter, Habitica, Task Hammer, Chore Wars)
Reflectly, Fabulous self card
Mitacs research leading to game design company to reach young adult life skill training through gamified self care application "unlock your purpose"
ADDIE + HEXAD + LIFE SKLL EDUCATION = App?
ADDIE: Where AD goes to DIE
Challenges of developing a digital game
Challenges of strarting a tech company
getting investors
losing sight of the research and focusing on the company
design time turns into business thinking
Challenges of a global pandemic
Avoiding the “Continuous Matriculation" phase of doctoral thesis
Lifeskill Education?
Why this topic to gamify
Framing the need to improve motivation and engagement
Higher Education is the worst game ever designed
People aren't learning what they need to thrive in the real world
The creation of the "Lifeskill Learning Preferences" survey
Novice Designer?
What Tools did I try to use to help the design process?
Player type Hexad
Discussion of player types
Was it a useful tool in my design process?
Did the qualitative data generated from focus groups based on the hexad assist, or hinder, the design process?
Did the quantitative data help me design better, or make things more confusing?
Why bother using player type anyways? Discussion about the personalization of game mechanics to match player motivational needs
Storyboards and Focus Groups
What went right
What went wrong
Were storyboards useful during research?
Were storyboards useful in the design process?
What are they?
Rosetta Wheel
What is it?
How have serious games helped people
Was this useful in my design process?
What is "good" design in the learning sciences?
What is "good" instructional design
Qualitative findings
Introduction: what was I trying to learn from this?
Methods (thematic analysis)
Who was I researching?
Findings
Plain language summary of the findings
The problem of bias confirmation vs true evidence
detailed summary of each player type
Was qualitative analysis worth the effort for this design process?
YES, BUT!
at the time it seemed useful and it changed the course of the project, but knowing what I do now, it drove the design away from the data and simply confirmed design biases.
Quantitative Findings
Validation of the "Lifeskill Learning Preferences" survey
How does "player type" related to "learning preferences"
Storyboards and Focus groups findings
Path analysis to determine if any scale item contributes more highly to various storyboard preferences (failed)
Gameplay preferences (failed)
Introduction: what was I trying to learn from this?
Was this useful to the design process?
YES. IN HINDSIGHT.
it would have been very useful to create a more narrowly focused game that match a player type with a specific learning target.
Suggestions for the future
What I would have done differently
Future research on Gamification in Education
Future research on the Player Type Hexad
Future research on Life Skill Learning.