Game On! - Gamification, Gameful Design, and The Rise of The Gamer Educator PDF
Game On! - Gamification, Gameful Design, and The Rise of The Gamer Educator PDF
Game On! - Gamification, Gameful Design, and The Rise of The Gamer Educator PDF
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A Hopkins Series on Education and Technology
Game On!
Gamification, Gameful Design, and the
Rise of the Gamer Educator
Kevin Bell
A catalog record for this book is available from the British Library.
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Acknowledgments ix
Captain’s Epilogue 183
Bibliography 189
Index 197
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Acknowledgments
The year 1978 was interesting for many reasons. Two popes, Paul VI and John
Paul I, died within six weeks of each other, while, just before the pontifical
passing, both Ashton Kutcher and James Franco were born. The Bee Gees, col-
lectively and solo (Andy Gibb), dominated the US charts with six number-one
songs, but without doubt the most significant pop-culture event of the year was
Taito Corporation’s launch of Tomohiro Nishikado’s arcade game Space Invaders.
By way of a tribute to a popular Japanese song of the time, Nishikado titled
it Space Monsters before his bosses at Taito made him change it to スペースイ
ンベーダー : Supēsu Inbēdā transcribed into the Katakana used for imported
western words in Japanese; Space Invaders in full-on western English. One,
now somewhat debunked, part of the mystique around the game’s popularity
in Japan was that it caused a national shortage of the 100-yen coin, forcing
the government to t riple production. Note for readers born in the last 20 to
25 years: everyone used to go to arcades and put coins in slots in the antedi-
luvian days before PlayStations and Xboxes were invented. While the 100-yen
shortage story is exaggerated at best, and very possibly a downright myth, the
hype made it over to the United States, where Bally’s Midway division li-
censed the game a year later. By 1982 it had grossed $2 billion, a figure that
adjusted for inflation comes close to $7.26 billion in 2016 terms. As a culturally
similar comparison point, the highest grossing movie of the late seventies
was a little flick by the name of Star Wars. George Lucas’s first of three, six,
seven, many Star Wars adventures banked a cool $486 million. Impressive—but
somewhat less so when compared to the success of Space Invaders. The movie
made less than a quarter of the revenue of the arcade game. Bear in mind that
each game interaction generated one single quarter—around one-tenth of
the transaction charge ($2.53) of g
oing to the movies in the late seventies.
Maybe it didn’t quite cause a shortage at the US mint, but that’s almost surely
enough quarters to take down the Death Star.
2 Game On!
Before 1978, worldwide arcade options had been limited to pinball, pool,
or the occasional feisty game of bingo. Pong and Breakout were the height of
late-seventies technological sophistication. Atari’s Nolan Bushnell developed
the two-dimensional table-tennis paddle game Pong in 1972, while two guys
he hired developed Breakout on a $750 budget. One of them, Steve Jobs, alleg-
edly pocketed extra bonuses that were generated by his and the other Steve’s
(that’d be Wozniak) speed and particularly ability to code efficiently using a
minimal number of transistor–transistor logic (TTL) chips. It’s interesting to
surmise whether this duplicity ever came up as they combined to found a
company (Apple, Inc.) that would eventually be valued at over $700 billion
(the first company to break that mark) in early 2015. In a serendipitous clos-
ing of this initial narrative loop, Ashton Kutcher, born in Space Invaders’ year
zero, portrayed Jobs in the 2013 movie featuring his name. It has to be said,
the film, Jobs, generated a fraction of the revenue of e ither Star Wars or Space
Invaders—perhaps by missing a key opportunity in failing to feature James
Franco as Wozniak.
As a side note: First reported back in 2008, but still rumored to be on the
way, Leonardo DiCaprio was primed to star as Nolan Bushnell in the movie
Atari. According to the 2008 press release: “There’s a lot of ground to cover:
Bushnell co-founded Atari in 1972 on $500, hired Steve Jobs and Steve Woz-
niak as early employees, and sold the company six years later for $28 million
to Warner Communication after inventing the Atari 2600 and the addictive
arcade game Pong” (Hart 2008). Art imitates life.
Getting back to gamification, gameful design, and related ephemera, fast
forward to 2014-15-16, as Star Wars once again leaps back into pop culture,
this time as TM property of The Mouse (Disney). Members of Generation X, t hose
born between 1964 and 1981, are gaining responsibility and autonomy. Now
midcareer, they provide an interesting anthropological study of the first video
arcade generation to come of age. They have taken on roles in society with a
degree of self-determination and authority, and yet they seem to maintain a
desire to play, to make a difference, and—dammit—maybe even to save the
world from the Gorfian Empire.
Narrowing to the world of academe, many of t hese Gen Xers have tenure
now, while others are associate deans or vice provosts. As a result of their
growing seniority they have job security and perhaps even a degree of au-
tonomy to set their own agenda. Despite academic (leading to fiscal and be-
yond, by extension, to societal) success, likely enough to sate the appetites of
Ashton to Apple 3
high score list securing their legacy in eternity or at least until someone reset
the system. As touched on above, while their motivation to enhance educa-
tion could be 100% altruistic, perhaps they are also channeling their own
careerist angst or even boredom. Their positions are safe. They have paid
their dues. Their first 20 years of workplace genuflection and conformity
have bought them respect and the trust of their higher-ups, allowing them to
experiment a bit. Their motivation may be to try stuff and kick the prover-
bial tires of their c areer vehicle. The chance of their getting “hauled to the
dean’s office” or even monitored (at least until something g
reat—or terrible—
happens) is minimal. The sanctity of the closed classroom door or even the
perceived sense of self-
direction in online/hybrid classes is encouraging
them to reinvent and try t hings in a different, not-chalk-and-talk, manner.
These instructors could certainly be accused of being self-indulgent or even
narcissistic. Might they be d
oing these things to make their own lives and
careers less formulaic? Does this constitute taking risks with their students’
education? Surely it would be safer to stick to the tried and trusted. Then
again, nihilistic texts like Arum and Roska’s Academically Adrift (2011) have
claimed that almost half of students in their sample (more than 2,300 stu-
dents at 24 institutions were sampled) demonstrated no significant improve-
ment in a range of skills including critical thinking, complex reasoning, and
writing during their first two years of college. This suggests that the bar is
effectively very low. In true Pong fashion, the ball is back in the educators’
court. What damage can they really do? Why shouldn’t they experiment
with emerging theories for teaching and learning? Why not have a degree of
fun? Why not even add uncertainty and risk to their (and their students’)
daily lives? Why shouldn’t the “kids” get a window on the fact that we used to
be cool way back when? Retro is in.
Given the ubiquity of social media and easily implementable technology,
is it so wrong for t hese instructors to simply contemplate having fun in the
remaining 20 years of their careers? If it d
oesn’t really change stuff—no
harm, no foul. If they happen to reinvent, disrupt, or evolve American and
global higher education, then so be it.
Who knows, the force might just be with them—get some quarters, quick . . .
CHAPTER ONE
A Societal Imperative
T H E I M P E T U S F O R O N L I N E E D U C AT I O N
Before we dive headlong into how gamification (or one of its sub-branches)
might impact higher education, the questions Where? and Why? rear their
heads. To answer t hese questions, it is worth spending a few moments assess-
ing how we arrived at this juncture where higher education is having to con-
sider new formats for the delivery of their “product” in light of developing
technologies and changing requirements as we near the end of the twenty-
first century’s second decade.
There are factors that have driven us to a place where many existential
questions have emerged. Firstly, the emergence of for-profit schools between
2000 and 2005 seemed to bring a new “student as consumer” focus to the
otherw ise sleepy hollow of the admissions function within academia. Fol-
lowing that, the economic downturn from 2007 to 2012 caused a rash of
conversations that focused on “value proposition” and “key differentiators” in
places where that kind of phraseology had previously been absent. Finally, the
2012–13 massive open online course (MOOC) phenomenon drove academic
institutions that had been still in a state of denial to accept the fact that on-
line is not going away as a means of delivering education and, indeed, might
have a key societal role to play. As the millennium turned (or soon after),
universities—from smaller, fiscally challenged institutions desperate to diver-
sify revenue streams all the way up to prestigious institutions—started, for
one or all of these reasons, to question their own attitude toward online edu-
cation. The MOOC experiments conducted by Stanford, MIT, Harvard, and
others compelled many who had been hesitating to embrace any form of
online to quickly join the party. When Teresa Sullivan of the University of
Virginia was ousted by her board in June 2012 for her incrementalism, an ar-
guably sensible lack of haste in jumping on the MOOC bandwagon or devel-
oping an alternative substantive digital strategy for her institution, many
boards and presidents r eally began to pay attention.
6 Game On!
His words align with t hose of management theorist Peter Drucker who calls
them, more positively, “sources of opportunity,” envisioning how they can
spur and encourage innovation. According to Drucker in his 2006 book In-
novation and Entrepreneurship, among the most common drivers for change in
any sector are “changes in demographics that drive consumer behavior and
production and distribution incongruities which arise as a result” (Soares
2013, 1).
The impending perfect storm of opportunity in higher education is clearly
driving consideration of the following incongruities:
Despite these warning signs, institutions persist with the same tools, tech-
nologies, and forms of instruction that many consider antithetical to student
interests and preferences. The company Blackboard was founded in 1997 and,
after two decades has not changed its basic functionality. While the platform’s
capabilities and features have certainly been augmented, the fundamental
read-post-respond instructor strategy and training (as conducted by a major-
ity of institutions) has, if anything, ossified. These ambiguities provide the
opportunity, or the ominous warning, suggesting business as usual (tradi-
tional education) has to be reviewed against emerging technologies, develop-
ing innovations, and disruptive means of delivery. In his joint address to
8 Game On!
facilities. A slightly wet blanket on this otherw ise optimistic outlook is the
fact that online courses tend to retain even more poorly in comparison to
traditional face-to-face classes, particularly with inexperienced or fragile
learners. A five-year study reviewing 51,000 students conducted by the Com-
munity College Research Center at Teachers College, Columbia University in
2011 found that 8% fewer students persisted in online courses to the end of
their studies compared to those who persisted in traditional (face-to-face)
courses. Despite this obvious need for caution, the societal goal of equity and
increased access still leads many to conclude that online is the only v
iable
option for many non-traditional students. Furthermore, it seems worthwhile
to counteract the current two-tiered system, where the wealthy benefit from
a comprehensive learning experience on a traditional campus leaving the
disenfranchised to suffer through dated pedagogy and poor use of technol-
ogy online. With social media becoming an omnipresent part of most stu-
dents’ lives, with the gameful design of apps like FourSquare and the rise of
wearable technology like the Fitbit activity tracker (now mandated by Tulsa’s
Oral Roberts University of all its students), questions are increasingly being
asked as to the logic and efficacy of persevering with outdated tools and jaded
pedagogy for this engagement-hungry target audience. Backing up for a sec-
ond, Jane McGonigal, game designer and author, in her text Reality Is Broken:
Why Games Make Us Better and How They Can Change the World described how
gaming tends to make people more optimistic and helps them develop a
mindset that results in their being less likely to give up when, initially, failing
at a challenge. She uses examples of her own convalescence from a head in-
jury and how she defeated the challenges posed by her slow recuperation.
Being more optimistic and less likely to give up sound like principles that could
be quite excellent in an academic environment.
James Paul Gee, one of the earliest advocates of the potential gaming-
education nexus, writes in his seminal 2003 text, What Video Games Have To
Teach Us about Learning and Literacy (in what sounds like a moment of ex-
treme irritation), that “better theories of learning are embedded in the video
games children in elementary and particularly in high school play than in
the schools they attend” (7).
He continues, “The theory of learning in good video games fits better with
the modern, high-tech, global world of today’s children and teenagers live in
than do the theories (and practices) of learning that they see in school.” Gee
goes on to explain a further advantage of video games is that they provide
10 Game On!
1. The learner must be enticed to try, even if he or she already has good
grounds to be afraid to try.
2. The learner must be enticed to put in lots of effort even if he or she
begins with little motivation to do so.
3. The learner must achieve some meaningful success when he or she has
expended t hese efforts.
Gee’s working theory was that some barriers for learning might be sur-
mountable if students can reach a state of engagement, being somehow hooked
and committed, at least u
ntil they reach a level of sophistication where the
subject matter itself becomes motivating. Unlike many second-, third-or even
fourth-generation students fortunate enough to access higher education from
A Societal Imperative 13
Engagement/Time on Task
The most v
iable means of improving student course outcomes, in turn cor-
relating with increased course completion, is to increase student engagement
or time on task. George Kuh, one of the more prominent experts in the area
of student retention, looked at how student engagement increases when stu-
A Societal Imperative 15
dents have a background in, or know more about, a subject. He references the
value of practice, feedback, and collaborative problem solving. Student mo-
mentum tends to build, he posits, as they come to understand a subject on a
deeper level and become more motivated to continue to learn and further
explore. The primary challenge, and biggest potential, it seems, for gameful
design is in this minefield between the faltering, nervous baby steps of a new
learner (especially a new URM learner) and a student’s more confident strides
a class or two into a program, where she or he w ill likely show the more in-
formed engagement patterns of a burgeoning subject m
atter expert.
Play/Games
original SNHU Innovation Lab), refusing to shy from the market and genuinely
aiming to support and enhance the lives and livelihoods of URM, low-SES,
and minority populations, have looked at any and all means of encouraging
these learners. As SNHU’s Executive Director for College for America, Kris
Clerkin, stated in a personal interview:
We’ve already incorporated elements of this [gamification] into the new User Inter-
face (UI). We backed off a grant involving some quite complex games, but gamifica-
tion is definitely on the radar—we think t here are lots of t hings we could do. T
here
are simple things we are already incorporating—the progress meter, measures of
activity where we measure everything students are doing in the environment that
we reward them for. Basically, measures of engagement we can reward them for, we’re
moving towards mobile, part of that is just alerts when various things happen; if
they’re off track or need encouragement, when students get their first “not yet” for
a competency. We feel that we’ve just started down this path—we’re just starting
and we feel that there’s a lot we can still do.
Technologies
collaboration (“Go on, Jimmy, shoot the bonus spaceship at the top”), you
had competition (leaderboard top score: “KB-rools,” 97,452 points), and you
had the need for concentration. The Space Invaders game was, and this state-
ment is not as redundant as it sounds, gamefully designed. Basic tenets w
ere
in place, elements that have been in place in good games, good sports, and
good books since time immemorial. The application of t hese tenets to good
education is, in many ways, long overdue.
If we accept the premise that online (to say nothing of traditional educa-
tion) is not going far enough to engage and support learners, particularly the
new mix of fragile, nervous, inexperienced, and underprepared learners,
then how should we proceed? We’ve confirmed that practically no one has
World of Warcraft money or that kind of development time ($63 million and
4.5 years, if y
ou’re wondering). Throw in marketing budgets for major game
developers or development projects and you are well over a quarter of a bil-
lion (with a b) dollars. My sense is that as educators we are unlikely to win in
a full-on simulation/interactive/full-narrative/ first-person reality game head
to head with t hese competitors. Nor should we try.
So, what is an impoverished educator to do? As practitioners, administra-
tors and faculty, despite the budget envy, surely we should be exploring all
avenues that may lead to even incremental support of student engagement
and academic success. Gameful design takes elements of what makes games,
or other forms of engagement, intriguing, boils them down to a fundamental
level, and then applies them to educational experiences. Sensible practitioners
reflect and build on t hings that good instructors do as second nature. They
challenge their students, they provide prompt and supportive feedback, they
try to reduce students’ fear of failure, and they encourage cooperation or
teamwork. T
hese are all gameful design principles.
While some instructors make the case for tangible, replicable game elements
(implementing leaderboards, rewards, badges, and levels in their courses),
other more pedantic theorists consider these elements to be extrinsic to the
actual game experience as they chase the goal of more consistently valuable
and powerf ul intrinsic motivators.
There are no simple right answers, but the flip side of that is t here are no
really wrong answers either. Millennial students tend to deeply appreciate
and be supportive of any efforts to meet and engage them. While almost
everyone from the Gen X population is sure that Millennials are playing games
(usually on their phones) ALL the time, they aren’t. They are disproportionately
18 Game On!
engaging with gamefully designed apps and actually play online games less
than we do (that is, if you’re 30–45). If you’re not, then enjoy youth, as it
fades quickly—right around 39 and a half.
In online courses most students have experienced what we’ll call read-
post-respond (perfunctory) discussion boards fueled by horrible PowerPoint
slides and unreadable (on screen) PDFs. They are very eager, even borderline
desperate, to try anything as an alternative. Remember that retro, basic-is-cool,
and even drafty creative ideas can fly. Napkin sketches are what set Steve Jobs,
Bill Gates, and (probably) Mark Zuckerberg on their way. The song “Louie
Louie” was written by Richard Berry on toilet paper in a club’s men’s room.
Back as far as 1814 at Chesapeake Bay, Francis Scott Key wrote the lyrics to
“The Star-Spangled Banner” on the back of a letter, having seen the flag still
there “by the dawn’s early light.”
Unlike set texts and didactic lecturing, online courses provide a continuing
illustration of what works and what doesn’t via the footprints that student
participants make through the system. As analytics become more central to
institutions’ strategic work, gameful redesign of coursework provides a won-
derful opportunity to meet students where they are at, especially supporting
those whose confidence and engagement are unfairly low. As one of my cases
states, it can even provide a way to democratize participation. In a good
game, everyone participates, not just the smart, confident students. Gamifi-
cation or gameful design, when well done, has the effect of personalizing the
student experience. It puts the student at the center of learning. I have heard
this referred to as a “Copernican revolution”: the student who was formerly
orbiting at a distance around a dazzling and worrying mass of materials is
now at the center of the universe, with smaller sets of materials and options
orbiting around them. This mirrors what has happened with traditional TV
scheduling being supplanted by on-demand. We are no longer beholden to
receiving content or entertainment solely on the networks’ terms. Given the
potential for commercial-free binge watching (with personal preference rang-
ing from one episode a month to near-OCD viewing patterns, watching three
screens at once), the scheduling has become viewer-centric. As C. Scott Rigby
describes, this centrality, or this notion of “me being in control,” accentuates
the ability to meet the core psychological needs of mastery, autonomy and
relatedness. Mastery energizes and motivates (Ryan and Deci 2000), auton-
omy provides choice and freedom from control, and relatedness ensures that
we feel that we matter to ourselves and to others (Rigby 2014). Let’s just ac-
A Societal Imperative 19
team, with our budget for course development right around 10% of that be-
ing spent on MOOCs, didn’t feature such polished multimedia, why we still
had to launch from a learning management system where things like grades
were being kept FERPA-proof (that is, adhering to the privacy requirements of
the F
amily Educational Rights and Privacy Act), and why, ultimately, they
couldn’t engage and maintain a student audience with minimal (MOOC-
like) faculty presence, feedback, and encouragement. MOOCs shifted quickly
from a blessing to a curse and then, soon a
fter, to an irrelevance as we con-
tinued trying to build 15-week, participation-focused, online experiential (I
know, somewhat oxymoronic) courseware and content. My takeaway from
where we are at with respect to the MOOC phenomenon:
• As w
e’ve been through the hype and the post-hype letdown, now is
the time to coldly evaluate what is/was great about the MOOC
concept and what e lse is out there (technology-and pedagogy-w ise)
that could be added to the mix to meet institutional goals.
• MOOCs, at least originally, were not tasked with effectively addressing
community building, secure assessment, or persistence/completion.
• There are means to meld elements of MOOCs with work that has
been done over the last 15–20 years by instructional designers and
innovators in the field. It should not be an either-or situation.
• Administrators, developers, and faculty should pay attention to the
target audience for their classes (demographic, prior exposure to
higher education successes/failures, etc.) when we decide on institu-
tional strategy.
• Fragile/post-traditional learners w
ill not persist in a MOOC environ-
ment without comprehensive support and a boatload of intrinsic
motivation addressed as part of the course build. “We can scale
content; we can’t scale encouragement” (Siemens 2011a).
Instructional Design
7
Certificate-earning students
All other students
Median time spent watching video (minutes)
0
0–3 mins. 3–6 mins. 6–9 mins. 9–12 mins. 12–15 mins. 15–40 mins.
Videos grouped by length
Figure 1. edX video engagement findings, 2013. Analysis by Philip Guo, pg@cs.rochester
.edu.
Development Models
Why Now?
We are living in a time of flux and possibility in online education. The field
has matured to the extent that there is a growing body of evidence mapping
out criteria that positively impact student learning outcomes and a sense of
entrepreneurial possibility is in the air. The US Department of Education’s
2010 meta-analysis of 99 studies comparing online and face-to-face classes
concluded that “Students in online conditions performed modestly better,
on average, than t hose learning the same material through traditional face-
to-face instruction” (xiv).
The report also identified a number of elements typically implemented in
the design phase of online course development as having an influence on
learning outcomes. The elements included use of multimedia, active learning
(where the learner has to take actions such as clicking on items to reveal con-
tent), and student time-on-task.
The report’s most notable takeaway was that time-on-task is a critical factor
with respect to learning outcomes irrespective of format. Online learning’s
potential simply may be the fact that it is more conducive to the expansion of
time-on-task than is face-to-face instruction. To expand time-on-task in face-to-
face classes, instructor time, classroom space, and students’ ability to physically
attend at set times all have to be considered. In online classes, the uploading
of late-breaking news or current, interesting readings or activities by the click
of a mouse can achieve the same result with far fewer ramifications.
28 Game On!
Measures of Engagement
ship between engaged time (the period of time in which students are com-
pletely focused on and participating in the learning task) and academic
achievement (Bulger et al. 2008).
In his report on the National Survey of Student Engagement, admittedly
focused on traditional classroom study, George Kuh (2009) quotes the work of
Chickering and Gamson (1987), who list principles required to foster student
engagement. Their work, Seven Principles for Good Practice in Undergraduate
Education, emphasizes student-faculty contact, cooperation among students,
active learning, prompt feedback, time-on-task, high expectations, and respect
for diverse talents and ways of learning. The general conclusion from the lit
erat ure is that engagement is a complicated blend of active and collaborative
learning, participation in challenging academic activities, communication
between teachers and students (and between students), and involvement in
enriching educational experiences and communities (Chickering & Gamson
1987; Clark 2005; DeTure 2004; Kuh 2009).
The ability to quantitatively measure student engagement in online courses
is dependent on the data-capture capacities of technology in which the course
is situated (Rankine, Stevenson, Malfroy, & Ashford-Rowe 2009). Most of the
companies still in the LMS market, such as Blackboard, Instructure, and Desire-
2Learn, offer metrics of some kind, but the available data, until very recently,
were rudimentary and time-consuming to extract and interpret. Captured
LMS data can and have been used to approximate student engagement and
the evaluation of learning activities (Dawson & McWilliam 2008). Yet LMS
data can only approximate actual student engagement. Simple metrics, such
as frequency of student logins and grade point average (GPA), have been the
most commonly observed measures. MOOCs and some of the newer adaptive
learning providers in particular are promising much more granular and po-
tentially significant metrics.
There is the danger that data might provoke inaccurate conclusions. Tech-
nologically savvy students might download documents and review them
multiple times, while a less tech-savvy student might repeatedly go back to the
LMS without actually reading much. From the perspective of the captured
data, the tech-savvy student has visited the documents once during the term
whereas o
thers, choosing to click on the documents at e very visit, errone-
ously appear more engaged. In reviews of student engagement, this kind of
ambiguity w ill have to be borne in mind as metrics are considered. The
30 Game On!
uncertainty of the data in this area is one of the reasons that early studies
tended to focus on interviews and qualitative data when trying to assess the
merits of a variety of treatments.
Cognitive Science
and effectively. The prime challenge is determining how cognitive skills and
strategies make it possible for certain people to act effectively and complete
tasks that o
thers struggle with and fail. Studies suggest that students are more
likely to gain deeper and lasting conceptual understanding from materials or
content designed with cognitive science principles (such as how information
is represented, processed, and transformed) in mind (Baggett 1984; Mayer
2003; Mayer & Moreno 2002). Online courses that are designed based on
cognitive science principles assist students in managing their cognitive load,
or focusing their cognitive resources during learning and problem solving, thus
leading to better learning outcomes (Chandler & Sweller 1991). Sweller, Van
Merriënboer, and Paas’s l ater work on cognitive load theory in particular dis-
cusses how learning is limited by the capacity of working memory (1998).
Both Sweller and Clark outline a number of strategies instructional design-
ers can use to help students manage cognitive load so that learning is made
more effective, more efficient or both (Clark 2005; Sweller, Van Merriënboer,
& Paas 1998). Cognitive task analysis connects most clearly with the world of
instructional design when practitioners carefully format materials with spe-
cific attention to what is called “chunk” size, defined as the amount of content
that is organized into one part. The size of chunks, neither too large nor too
small, is positively related to a student’s ability to assimilate knowledge. The
importance of appropriate chunking was demonstrated in Moreno’s work,
which showed that participants who studied a carefully segmented, or chun-
ked, version of a classroom video reported lower mental effort and perceived
the learning materials as less difficult than participants using nonsegmented
versions of the same material (2007). The benefit of effective chunking was
most pronounced in the case of novice learners, who were less capable of ad-
equately processing information unless it was packaged thoughtfully. Long
and short-term memories differ in fundamental ways, with only short-term
memory demonstrating temporal decay and chunk capacity limits (Cowan
2009). When working memory is overloaded or “extraneous content provided,”
a barrier comes down and prevents anything passing over to long-term
memory (Sweller, Van Merriënboer, & Paas 1998). If the content is effectively
chunked, the learner can better process conceptually distinct clusters of in-
formation and better retain them (Mautone & Mayer 2001; Mayer & Moreno
2002; Pollock, Chandler, & Sweller 2002).
Part of the attraction of games and gamification may be that they effectively
chunk learning (of game features) so as to steadily reveal new features, skills,
32 Game On!
and techniques to the user who practices and assimilates them. Another de-
veloping phenomenon that is worth framing before digging into the detail
and nuance of gamification is adaptive learning. Adaptive learning extends
the principle of chunked knowledge, directing different students to different
chunks based on their aptitude or study preferences with the goal of encour-
aging engagement through appropriate challenge and personalized paths.
Adaptive Learning
suggest that enriched learning experiences occur when the design of instruc-
tion considers student motivation and preferences (2001). Growing interest
in the concept is demonstrated by foundational and corporate funding op-
portunities such as the Adaptive Learning Market Acceleration Program grant
opportunity commissioned by the Bill and Melinda Gates Foundation and
the Adaptive Learning Research Grant Program offered by Adapt Courseware.
The hope of these funders is that, when implemented correctly, adaptive learn-
ing systems will increase student performance, motivation, and attitudes while
concurrently decreasing learning time and usability problems (Brusilovsky,
Sosnovsky, & Yudelson 2009; Dogan 2008; Papanikolaou et al. 2003; Tsandi-
las & Schraefel 2004; Tsianos et al. 2009).
Learning Analytics
Gamification
Prior Studies
Studies since the early 1990s, when the phenomenon first started to gain at-
tention, suggest the promise of gamification and provide guidance for present-
day focus. Though the systematic application of gamification to conventional
online learning is a relatively new concept, since the 1990s a number of
How Did We Get H
ere? 37
studies have analyzed the effects of games used as instructional tools. A 1992
meta-analysis reviewed 67 studies conducted over 28 years comparing game-
oriented learning against the same content delivered by conventional in-
struction (Randel et al. 1992). They found that 56% of individuals in the
game-oriented groups showed no difference in learning outcomes between
games and conventional instruction, while 32% had higher learning outcomes
(demonstrated via measurable tests) from the game format. The authors con-
cluded that subjects where content is very prescriptive and not particularly
open to interpretation (e.g., math) are more likely to show beneficial effects
for gaming (Randel et al. 1992). Wolfe’s 1997 analysis concluded that game-
based approaches produced greater knowledge-level increases over conven-
tional case-based teaching methods. A more recent meta-analysis concluded
that subjects’ confidence in their grasp of core course concepts was on average
20% higher in courses with game elements, declarative knowledge (defined
as “knowing what”) was 11% higher, procedural knowledge (“knowing how”)
was 14% higher, and overall student retention was 9% higher when simula-
tions were used (Sitzmann 2011). Ke (2009) reviewed 89 research articles that
provided empirical data on the application of computer-based instructional
games. She found that, of the 65 studies specifically examining the effective-
ness of computer-based games on learning, 52% returned a positive impact and
25% had “mixed results,” where an instructional game supported some learn-
ing outcomes but not o
thers. In only one study of 89 did she find that conven-
tional instruction was more effective than computer games.
Gamification is an inexact term used for successful implementation of
many game-related elements. As such, developers (and other interested par-
ties) who are interested in digging further into the concept need to under-
stand constituent elements. How are courses gamified? By what definition
and composition?
We’ll look into these questions throughout the cases and analysis that fol-
lows. Bear in mind as you proceed, a degree of deconstruction is necessary
before course development can begin. When building a gamified or a game-
fully designed course, implementing elements that bring together thinking
from cognitive science, psychometrics, and adaptive learning, the developer/
instructor (whether one and the same person or two individuals) must not
neglect the need to build in a way to stimulate user enjoyment. If learning is
always a task to be endured, then many w ill not persist. The final element to
consider, the lubricant to make the progress smooth, is flow. In the literat ure
38 Game On!
of games and gamification, flow is frequently referenced (see, e.g., Kapp 2012;
Schell 2008; Zicherman 2011). Flow provides foundation and context as well
as an ultimate goal for the construction of effective engagement in gamified
courses.
Flow
people seek enjoyment, what they really seek is to be in a state of flow. This
goal of optimum engagement is even more valuable than a prize at the end
(Reeves & Read 2009).
Other theories inform understanding of flow but are less widely cited than
Csikszentmihalyi’s. Malone’s (1987) theory of intrinsically motivating instruc-
tion describes three key elements that make a game motivational: challenge—
goals with uncertain outcomes, fantasy—an environment that evokes m
ental
images of t hings not present to the senses, and curiosity—an optimal level
of informational complexity. Lepper, a contemporary of Malone, contributes
Instructional Design Principles for Intrinsic Motivation. His four principles
are control—providing learners with a sense of agency over the learning activ-
ity, challenge—setting goals of uncertain attainment and an intermediate level
of difficulty, curiosity—highlighting areas of inconsistency, incompleteness
(or even inelegance) in the learner’s knowledge base, and contextualization—
highlighting the functionality of the activity (Lepper 1988).
Little is known from available research about how these states of flow or
intrinsic motivation can be effectively and intentionally built into an online
course or the impact of t hese elements on the engagement and time-on-task
of online students. Further research is also required to understand the effects
on outcomes for underserved or developmental subgroups that typically have
found sustained institutional study (traditional, face to face, and online)
challenging.
• Aesthetics—how the game looks, sounds, smells, tastes, and feels. The
aesthetics should reinforce the other elements of the game to create a
truly memorable experience.
• Technology—f rom paper and pencil to l asers and rockets. The
technology chosen for a game allows it to do certain things and not
do others. The technology is the medium in which the aesthetics
take place, in which the mechanics w ill occur, and through which
the story w ill be told.
All of t hese elements are of equal importance and must, according to Schell,
interact seamlessly (2008).
Other authors break game components into more specific categories. Kapp
references 12 distinct elements, with some overlap to the list above.
Aligning his definitions with those of Schell, Kapp says, “Gamification is
using game-based mechanics, aesthetics and game thinking to engage people,
motivate action, promote learning and solve problems” (2012). Kapp, among
others, recommends that essential components of a well-designed game in-
clude abstractions of concepts in which the game environment provides an
alternate rendering or approximation of reality, w
hether it be hypothetical,
imagined, or fictional. Pretty much all of the literat ure focused on this field
stresses that games must have goals to add purpose, focus, and measurable out-
comes and rules (defined as operational or how the game is played), founda-
tional (underlying formal structures), implicit/behavioral (defining the social
contact between players), and instructional (what you want the learner to know
and internalize after playing the game). Added to these fundamental aspects,
Kapp also encourages building conflict, competition, and cooperation into a
game, asserting that good game design includes elements of all three, inter-
twined to provide an engaging environment. Time or time constraints also can
be included by creating conditions where time is a key factor, increasing tension
and demanding focus as it expires, or where time is compressed to show out-
comes more quickly (typical in games where civilizations are built up or crops
farmed). The most often trivialized and perhaps misunderstood element of
gamification is what Kapp calls reward structures, which include badges, points,
or a leaderboard. Kapp argues that all need to be thoughtfully implemented as
integral parts of the game rather than treating gamification as an add-on.
Feedback in video games is almost constant—designed to evoke the cor-
rect behavior, thoughts, or actions—and Kapp includes feedback in his cate-
How Did We Get H
ere? 41
gories. Feedback is the place where gamification most closely aligns with cog-
nitive science, behavioral training, encouragement, and direction. Hunicke,
in a speech at UX Week in 2009, described what gamers call “juicy feedback”
as tactile, inviting, repeatable, coherent, continuous, emergent, balanced, and
fresh (2009). Schell (2010) describes “juicy” more metaphorically as a ripe
peach—just a little nibble of which gives you a good flow of delicious reward.
Kapp also stresses the need for defined levels in an effective game. Levels
keep a game manageable and allow for building and reinforcement of skills
while serving as motivation. Storytelling adds meaning, provides context,
and guides action. One of the more common stories is that of the “hero’s
journey,” first described by Joseph Campbell in 1949 and developed by Chris-
topher Vogler in 1992. The hero’s journey represents a quest with challenges
and hardships on the way before a final, immensely rewarding conclusion.
Elements of the structure of the hero’s journey might well be applicable to an
online class even if the epic, evil-conquering aspect is not. Kapp’s final three
elements indicate that developers need to think about the game / gamified
course’s curve of interest, defined as how a game can hold a learner’s atten-
tion by plotting the level of interest through time. Aesthetics (appropriate
and aligned visuals, showing the designer’s attention to detail) help create an
immersive environment that contributes to the overall game experience. The
elemental replay or do-over gives participants the permission to fail with
minimal consequences. Failure in an effective game equates to an additional
level of content, as it makes the player reconsider his or her approach to a
game. The act of failing multiple times makes the act of winning more
pleasurable.
The potential of these elements for increasing student engagement with
courses is apparent. Good teachers may feel that they incorporate some of
these elements to varying degrees in their traditional classes. One would cer-
tainly hope to see overlap between tenets of effective teaching no m
atter the
format. The search for elements of instruction leading to enhanced student
engagement suggests that gamified instruction and good, effective instruc-
tion do not have to be distant relatives.
Having analyzed the literat ure and broken down the concept and constituent
parts of games and gamification, a question that arises is whether these ele
ments are feasible inside a restrictive LMS and governance-bound academic
42 Game On!
For each of the five reviewed courses, I interviewed the project lead (defined
as the main person in each case conceiving of the idea and driving its im-
plementation). Where possible, I also interviewed instructional designers
or developers involved in the build of the course and then faculty or the
instructor, who typically also played one of the other roles already men-
tioned. I interviewed students when they w
ere available and, if time and ac-
cess permitted, interviewed administrators at the institutions. Participants
were selected based on their availability and centrality to the project.
Given my initial thinking that gamification / gameful design might lead to
increased student engagement, I conducted the analyses as a form of expla-
How Did We Get H
ere? 43
The University of South Florida (USF), motto Truth and Wisdom, is an American
metropolitan public research university located in Tampa, Florida. Established
in 1956, it was the first independent state university conceived, planned, and
built during the twentieth c entury. It employs 6,133 academic staff (over
1,700 instructional faculty) and enrolls close to 50,000 students, with ap-
proximately 36,000 of those at the undergraduate level. A member institute
of the State University System of Florida (the fourth-largest in the state), it is
made up of 14 colleges and offers more than 80 undergraduate majors and
more than 130 graduate, specialist, and doctoral degree programs. Classified by
the Carnegie Foundation as a top-tier research university, it has a proud his-
tory and placed 10th overall among all universities worldwide in 2011 in the
number of US patents granted, according to the Intellectual Property Owners
Association. Alumni include Pam Iorio (mayor of Tampa), Tony LaRussa,
Lauren Hutton, and Hulk Hogan.
USF’s 2014–15 undergraduate tuition costs w
ere $211.19 per credit hour for
in-state students and $575.01 per credit hour for out-of-state students, trans-
lating to total annual tuition of $6,410 for in-state and $17,324 for out-of-
state students. As of fall 2014, the student diversity profile of the university
consisted of 55% White, 12% African American, 21% Hispanic, 7% Asian/
Pacific Islander, and 0.16% American Indian. Four percent of students re-
ported two or more races, and 1 percent did not report.
Kevin Yee is Director for Teaching and Learning Excellence at USF, hav-
ing moved over from the University of Central Florida in 2012, switching
between his discipline, German (he holds a PhD in German Language and
Literature from the University of California, Irvine) and his vocation sup-
porting and leading technology-facilitated instruction. At USF, he offers fac-
ulty workshops and consultations, performs classroom observations, serves
as events coordinator for university-w ide conferences, and coordinates out-
The Fairy Tale MOOC 45
reach and training for adjunct faculty and graduate teaching assistants, among
many other duties. He continues to teach in the world languages program
and the honors college, and he has delivered graduate-
level courses on
course design and learning management system (LMS) pedagogy in online
and hybrid formats.
Prior to launching his fairy tales course, Yee pulled together a list of princi
ples of video games that he felt were relevant to gamification in an educa-
tional environment:
Display Progress
• Reward effort, not just success;
• Reward after fixed intervals (e.g., every five tokens) but also
randomly;
• Offer momentary rewards (“great job” flashes on screen) or persistent
rewards;
• Provide rewards in the form of badges—people are natural collectors;
• Use progress bar if not using a badge list; and
• Show progress summary not only when initially accomplished, but
in a global spot that is easy to access later (and visible publicly to
other participants).
Maximize Competition
• Motivation through innate competitiveness;
• Leaderboard; and
• Beware FERPA issues.
Provide Diversions
• Mini-games reset the attention clock;
• Reward exploration via Easter eggs (example: humorous alt text on
images);
• Your word choices: “quests” rather than “objectives”;
• Allow for nonlinear (or branching) progress t oward the goal; and
46 Game On!
Figure 2. Screenshot from the Canvas-based Fairy Tales: Origins and Evolution of Princess
Stories MOOC. © Kevin Yee, University of South Florida; reproduced with permission.
• Where practical, embed games and other content rather than link
away.
Yee took his theory into practice via USF’s first massive open online course,
or MOOC. Fairy Tales: Origins and Evolution of Princess Stories (figure 2) was
developed by Yee and offered over four weeks between July and August 2013.
With an initial enrollment of 1,200 students (and about another 200 who
joined midstream), a cohort of 107 (8%) completed the course, with comple-
tion defined as submitting all assessments. Students w
ere permitted to join
the course at any time during the offering.
The Fairy Tale MOOC 47
Figure 3. Tweet from University of South Florida Human Resources promoting the Fairy
Tales MOOC. © Kevin Yee, University of South Florida; reproduced with permission.
Fairy Tales was a MOOC developed by the instructor himself on the Can-
vas platform with no major support or promotion from any of the recognized
MOOC providers like EdX or Coursera. The USF communications department
issued the following press release to support the launch:
TAMPA, Fla. (July 19, 2013)—A free online course offered by the University of
South Florida, “Fairy Tales: Origins and Evolution of Princess Stories,” affords
anyone in the world the opportunity to explore online learning. As the universi-
ty’s first MOOC (Massive Open Online Course), the four-week class starts Aug. 5
and explores the meaning of fairy tales and their relationship to modern society.
This is that technology where you check in and you tell your friends and the system
where you are located . . . you get some rewards, you get discounts in places where
you go a lot and eventually you get bragging rights in the form of mayorship when
you’re the one that checks in t here the most. So, that recognition that t here’s some-
thing in it for you to keep d
oing what are rote tasks, that is what I think has attracted
business’s attention and now more and more people are talking about what is gami-
fication and how we can use it.
How do we get students reading and properly processing, putting all the
things in place they need to succeed?
Why Gamification?
knowledge that the concept generally was yet to solidify into a definitive
model or set of rules. He reflected that he allowed his own personal whims and
interests to guide him in coalescing the principles of what made games and
activities interesting. He effectively shoehorned these elements and principles
into his own compendium-teaching model. This flexibility and laissez-faire
attitude encouraged him to explore a variety of elements, with the idea of
experimenting to see what worked. His desire to experiment with the format
was, in part, his reaction to the media frenzy about MOOCs (described by
John Hennessey, then president of Stanford, as the coming “MOOC tsunami”
[Auletta 2012]). Yee’s dual role at USF, encompassing not only his own teach-
ing but also the training and support of other instructors university-w ide in
pedagogy and technology, fueled his suspicion that USF faculty would soon
beat a path to his door seeking guidance as to how to implement a successful
MOOC. He was motivated to have a range of experiences and some quasi-
research-based findings to share with them. His hope was that the experience
and his learning would be useful for him to support faculty who might sub-
sequently be interested in delivering a MOOC.
Yee decided to build out his course on the Canvas LMS that USF had moved
to a year or so earlier so that he would learn through his own trial and error
what worked and what did not. He built the course with the idea that with
minimal adjustment and only basic technical expertise it could be repurposed
to run again with alternate subject matter. This notion of reusability or re-
purposing was part of Yee’s philosophy as a developer and supporter of faculty
activities. He felt that a more open platform, rather than overdesigned simu-
lations or more game-y games, would be of more or wider use to the institution.
As he put it, “It’s one thing to get a million-dollar grant to build a custom
video game environment that teaches accounting, but that’s not g
oing to
help your chemistry teacher.”
If it had not been for this secondary goal, Yee claims that he would have
tried to publish his MOOC on the more visible and richer Coursera platform,
which would have given him exposure to a much wider audience and likely
have resulted in more course registrants. It is worth reiterating that this was
not simply a MOOC for his own edification but rather a learning experience
for him, as a faculty developer and also as a pioneer paving the way for f uture
USF MOOCs. His prescience in sensing other USF instructors’ interest seems
to be validated by the USF press release announcing Yee’s MOOC, which con-
The Fairy Tale MOOC 53
cluded, “A second free MOOC w ill begin Sept. 9, 2013 entitled, ‘Forums for a
Future,’ which discusses current societal issues that w
ill impact the f uture of
the world. Anyone at USF interested in offering a MOOC should contact . . .”
The parameters framing Yee’s work were that, while he was eager to experi-
ment with his personal interest in gamification, a lot of the course build had
to be simplistic and replicable by an instructor with limited technical skills.
Yee, with no formal gamification training, used simple HTML coding and a
good degree of creativity to build basic game elements into the Canvas-based
MOOC, allowing him to test theories and game principles that he had seen
in his nonacademic c areer. His thought process boiled down to w
hether the
gamified elements could promote engagement and student motivation.
His desire to keep to a low-tech implementation actually short-circuited
some of the tracking capabilities of Canvas and reduced his ability to record
student data on individual pages or learning objects. He built HTML pages in
Adobe Dreamweaver and uploaded them to Canvas, which rendered them
only as files without the regular tracking capabilities of the Canvas system.
He did this to maintain the aesthetic elements that he created using cascad-
ing style sheets. He described balancing process as an ongoing “war between
design and functionality,” including it in his personal debrief for the gamifi-
cation elements. Given his interest in gleaning better information from his
student data, Yee noted this inability to granularly track student progress in
the course as a critical lesson learned and a possible amendment for his sec-
ond run of the course.
Elements of Gamification
When you are an educator, you are thinking about other elements to this that are
not necessarily in every gamification model for businesses out there; FERPA, for in-
stance. I c an’t just put p
eople’s scores out on a leaderboard, so you have to end up
gamifying or badge-ifying t hings that are not worth points in the class so the list of
things that I am gamifying include stuff that’s not weekly grades. It’s more likely to
be things like “the first discussion post of the week” or the “best challenge tech of
the week.” I’ve challenged them [with that one] and they put up products basically.
“The best question or best answer on the discussion board,” “The most amount of
perfect scores on Easter egg quizzes for their team,” e
tc.
The MOOC design concept meant that courses and course elements had
to potentially accommodate tens of thousands of p
eople. Yee’s fairy tale
MOOC ultimately enrolled around 1,400 users, of which only a few more
than 100 persisted through to completion of the final exam. He was firm in
saying that he intended the design to be able to support up to 50,000 users.
Wanting to build in engagement and scalability, Yee implemented what he
called the “Harry Potter proxy protocol,” whereby individual effort yields
rewards for the whole house, as in the book/movie of the same name. Stu-
dents were grouped alphabetically with the hope of producing the dual benefit
of developing team spirit among the participants while reducing an instruc-
tor’s need to assess and reward on an individual basis. This Harry Potter proxy
protocol was based on the principle known as the “dependent hero contin-
gency,” where consequences are delivered to a group based on the perfor
mance of one member or a subset of members, as researched in the work of
Litow and Pumroy in 1975. The approach was intended to provide subtle peer
pressure without the demotivation (for some) of full-on competition by re-
placing it with a gentler co-desire not only to not let down, but also to im-
press, teammates.
This bunching of feedback and reward to teams rather than individuals
also had the course management effect of diminishing the impact of the
large numbers in the MOOC platform, thus reducing instructor load. Even
with that reduced load, however, Yee reported that he was unable to keep up
with the awards or even the initial design work of the numerous badges he
had intended to award (see examples in figure 4 below). As one student con-
structively commented in the student survey responses, “The badge system
The Fairy Tale MOOC 55
Figure 4. Sample badges, developed but not implemented, in the USF MOOC. © Kevin
Yee, University of South Florida; reproduced with permission.
would have been g reat, and maybe it would help the professor to have an
assistant assigned just to do that job.”
Easter Eggs
The rationale for Easter eggs is that people have to engage with and go
through the content numerous times to locate more difficult eggs. This strat-
egy is basically employing a trick. The Easter egg hunt is a fun activity but
could produce academic results by promoting increased immersion in the
content. Many people do question whether hunting for Easter eggs actually
entails engaging with the content or merely looking between, over, or above
the content when searching for clues. The content in Yee’s course tended to
be s imple text but could also encompass other formats that students had to
access repetitively, such as watching videos multiple times or listening to au-
dio files over and over. Yee intentionally built in Easter eggs using an array of
simple coding techniques, including subliminal messages that flashed every
few seconds in a webcam lecture, the gradual revelation of a hidden URL, the
title tag of a picture providing a secret URL to visit, and URLs hidden in back-
ground images (deliberately faded) set on repeat. Yee felt it vital that the sec-
tions of the course featuring the Easter eggs w
ere carefully embedded in the
course content rather than hyperlinked out. As he states, “People are more
likely to click on t hese diversions when t hey’re right t here in front of them.”
He also noted that “People reacted in different ways—one user clicked back
37 times to one document—a three-page story. She was looking for Easter
eggs, but t here w
ere none in that document.” Yee even had an awesome Fight
Club rule for Easter eggs on the discussion boards. It read “First rule for Easter
egg hunts—no-one discusses Easter eggs on the discussion boards.”
Of the 16 students submitting comments to the USF survey (as mentioned
earlier, 36 students completed the ratings) on all aspects of the course, 10
56 Game On!
The course was made more fun by the fact that we had virtual Easter egg
hunts.
I was quite surprised of the effect on the Easter eggs by myself (and
others); it really worked.
The Easter eggs were awesome as a gamer I LOVE Easter eggs in games.
The game aspect was definitely interesting. The Easter egg hunt was
wonderful!
As the “37 times” quote from Yee above illustrates, the course data cap-
tured the behavior of some students who revisited course content multiple
times in pursuit of Easter eggs. The Easter eggs irritated a few students (2 of 16
completing surveys), and there was no way of knowing whether any students
who dropped the course before submitting surveys were also turned off by
the activity or its degree of difficulty. Yee felt, from his rudimentary tracking
of course statistics, that students might have dropped off at certain places in
the course specifically because of frustration at their inability to find a cer-
tain Easter egg.
The data is not specific enough to say exactly where they fell off—to one specific
item or one specific Easter egg. I w
ill say that one specific Easter egg generated a
ton of email from students who couldn’t find it. It was obscure enough that a ton of
people sent me emails. T
here is a possibility that p
eople dropped off as that was too
hard. I went into this thinking Easter eggs are bonus content—who cares if you c an’t
find it, but it could be that p
eople cared enough about the Easter eggs that it made
them stop coming to the class in general.
Narrative Elements
Yee intended to include a narrative element in the course whereby the par-
ticipants would receive motivating thematic text, in addition to badging
awards, describing their progress in the world of the fairy tale MOOC. His
operating metaphor was the carnival game where you throw a ball and it
lands in a scoring hole giving you three points, four points, five points, or
zero points, and your horse moves along the back wall of the carnival booth
the requisite number of spaces. What Yee intended was that the group earn-
ing the most badges would have “awesome things happen to their team in
The Fairy Tale MOOC 57
Challenge
When generalizing on what makes a game bad or good irrespective of delivery
format, the instructor returned to the idea that presenting the appropriate
level of challenge is essential. “What makes a game bad is if it’s got balance
issues—if it’s unbalanced. If it’s too hard, it’s anxiety inducing, if it’s too easy,
it’s boring. You need exactly the right difficulty, early easy wins and then you
ratchet up the difficulty and you use the skills one at a time. It’s very much
like education, you learn something, you master it and then you go onto the
next t hing.” His student survey comments seemed to accentuate the critical
aspect of what Yee called the “Goldilocks” effect of making challenges “not
too easy, not too difficult, but just right.” One student indicated in her re-
sponses to the USF survey that the activities w
ere, at times, too challenging,
“Finding all of the game elements was a little frustrating. I was unable to
locate one [Easter egg], but I believe that it is more due to my way of thinking
than the difficulty of the task.” Another student remarked, “I had a lot of
58 Game On!
Outcomes
Of 1,400 course starters, 400 persisted beyond the first week of the course
(defined as attempting the second assessment), and 107 completed the final
exam. Of the group of completers, 36 completed surveys that w
ere distrib-
uted in the final week of the course through the Canvas platform. Yee’s sur-
vey featured 10 fixed-response questions asking students to indicate their
agreement on a rating scale of 1to 5. T
here was also one section for additional
commentary introduced thus, “This course is being studied for its application
of game principles to education. Please provide any additional comments about
the course you feel are relevant to this study.” The survey also included six op-
tional demographic questions.
The 36 respondents w
ere predominately female (82%), the age spread
was wide (figure 5), and the majority of participants were college educated
The Fairy Tale MOOC 59
12
10
0
17 or 18–22 23–29 30–39 40–49 50 or
under older
Figure 5. Age of participants in the USF Fairy Tales MOOC (n = 36). Note: Data gleaned
from student surveys conducted by Kevin Yee of USF; used with permission.
14
12
10
0
High school Some college Bachelor's Master's Doctoral
or degree degree degree
equivalent
Figure 6. Academic background of participants in the USF Fairy Tales MOOC (n = 36).
Note: Data gleaned from student surveys conducted by Kevin Yee of USF; used with
permission.
7
6
5
4
3
2
1
0
00
0
99
99
99
99
00
,0
9,
9,
9,
9,
0,
10
$2
$4
$6
$8
$9
r$
0–
0–
0–
0–
e
de
ov
00
00
00
00
Un
Ab
0,
0,
0,
0,
$1
$3
$5
$7
Figure 7. Family income of participants in the USF Fairy Tales MOOC (n = 36). Note: Data
gleaned from student surveys conducted by Kevin Yee of USF; used with permission.
The response to the question of whether they learned more in this course
than in “most other online courses” was rated lower, although still t oward the
positive (3.26).
Faculty Role
Yee acknowledged that the time it takes a faculty member to plan out a gami-
fied course is likely to be more substantial than for a typical online course.
Bearing in mind that Yee is an experienced designer and deliverer of online
courses, his comments are instructive. “Development was a minimum of 40
hours—probably more like 80 hours of effort. Keep in mind that I’m fluent in
HTML and a power user of the LMS so a regular faculty member would spend
probably twice as much time. Implementation was honestly only 2–5 hours
per week. Next time I do this that w ill be higher.”
His main regret from the experience was his inability to fully support and
implement his gamification elements. He emphasized the need for faculty
and developers in gamified/online courses, but in MOOCs particularly, to
think carefully about manual processes in courses that need consistent atten-
tion on the instructor’s behalf. Yee’s hope is that early pioneers w ill work
with their successors in mind to build and develop scalable, replicable mod-
els so that not everyone is starting with a blank slate. As Yee notes, “Scalabil-
ity is very much part of my daily vocabulary as a faculty developer, and I
built what I did with the MOOC with this in mind.”
The Fairy Tale MOOC 61
Yee also commented on the need for sustained faculty visibility to users in
the course as something that is essential irrespective of format (traditional
online vs. MOOC) and its degree of gamification (from none to extensive).
The amount of faculty presence is a common concern in traditional online
courses. Gamification may, Yee feels, exacerbate this problem by adding other
elements to update besides the common challenges of responding to discus-
sion board posts, grading assignments and hosting synchronous sessions. Yee
candidly reflected on his own inability to maintain a consistent presence in
the class and how this ultimately hurt the class dynamic and, more likely
than not, student completion. “Normally speaking, what I would have done
was have way more interactive videos every week talking about what their
discussion board posts had been and giving very customized individual feed-
back. I think that it, as much as anything was why they stopped checking in
after week one. We had had a full third of people there week one and then
they didn’t finish week two and I think that’s because I didn’t give them a lot
of sense that I was present in the class between weeks one and two.”
Although Yee cannot directly prove, based on the system data he could
get from his Canvas build, that his gamification/gameful design efforts in-
creased student engagement, the student enjoyment and repeated reading of
content suggests that conclusion. Student survey responses show that many
of those students who stuck around to the end loved the Easter egg compo-
nent of it. As Yee concludes, “For the p
eople it [the gamified course/game ele
ments] worked on, it worked very well. What we can’t say is that it worked on
everybody.” He recognized that a logical next step would be to move to a 1x2
research design, splitting the class and offering the same content to both but
with one group receiving gamified elements. As described earlier, the nature
of his first attempted build (including the way he built out his content in the
Canvas system) hampered data collection. “What’s not captured in the data
is how many p
eople kept reading week by week but stopped filling in the
quizzes. And you could maybe guess at it with class-w ide statistics data look-
ing at how many people saw the pages.”
It seems likely that a revised version of Yee’s course with more instructor
time to connect and update the game elements as well as enhanced tracking
ability would be a valuable exercise given what look like promising initial
ideas. Yee’s fairy tale MOOC illustrated the potential for a creative instructor
who is willing to take a few risks to implement technically simple game ele
ments into a course. Participants’ survey comments described the course as
62 Game On!
engaging and reported that the course encouraged interaction with what
could otherw ise be quite standard text-based content. In Yee’s opinion, for
those for whom the course worked, it worked very well. He suggested that gami-
fication might especially benefit academically lower-level students. Yee expands
on this in his review of the MOOC, “I didn’t come to gamification with a target
population in mind, yet . . . it may be that fragile learners might be induced to
find and file away education differently . . . have a different approach and atti-
tude to education if it w
ere to grab their attention in a different manner.”
Yee extended his thinking to a more philosophical level when contem-
plating how gamification might be used to modify traditional academia and
whether this is actually a good t hing to do. He speculated that gamification
might pander to the superficiality of some of today’s students rather than
calling them on it by bringing them up to our concept of education. Philo-
sophically he continued, “It’s an open question as to w
hether I’m d
oing more
harm than good by meeting that student halfway, or more than halfway, in
our various definitions of what education means.” While addressing the
question of gamification’s potential to support students who have tradition-
ally struggled to engage with higher education he commented, “It could be
that a fragile learner could be more easily met by this—it’s a different politi
cal question w
hether you want a fragile learner to be met by this—perhaps a
special education teacher or something could be done with certain intents
very well. It probably does lend itself particularly well to certain contexts bet-
ter than o
thers.”
Student Comments
I learned a lot about the fairy tales, which I never think a lot before. And
at the same time, I know a lot of history about t hose stories and
authors. It is g
reat!
I was quite surprised of the effect on the Easter eggs by myself (and
others); it really worked. Too bad the badges d
idn’t work, but I guess
this group of students was more interested in the search than in
status. Always good to check!
The Easter eggs were awesome as a gamer I LOVE Easter eggs in games.
I really enjoyed being able to jump in to a course like this with using the
topic of fairy tales. The only thing I had trouble was with finding all
the hidden Easter eggs. I enjoyed being able to learn and use other
websites to do projects.
The Fairy Tale MOOC 63
Finding all of the game elements was a l ittle frustrating. I was unable to
locate one, but I believe that it is more due to my way of thinking
than the difficulty of the task.
I did not find any Easter eggs. I had no idea where to start or what to look
for.
The game aspect was definitely interesting. The Easter egg hunt was
wonderful! I do wish the competition aspect had worked out but if I
had to choose between the individual challenge of the eggs and the
team competition I would go for the individual challenge each
time.
I liked it I learned a lot about the other fairy tales besides the Disney
ones.
Had a lot of problems with the Easter eggs. Still c an’t find them. W
ill
have to look at the cheat sheet! Loved that Dr. Yee incorporated new
technology into the course. With each of the technology challenges
I learned something new and hopefully I can apply my new knowl-
edge to my current or f uture job.
The course aided in the exercise of critical thinking and application of
multiple paradigms to a single question.
It was made more fun by the fact that we had virtual Easter egg hunts.
The badge system would have been g
reat and maybe it would help
the professor to have an assistant assigned just to do that job.
The badges could have been fun, but t here should have been announce-
ments when badges w
ere posted and more explanation about them
(i.e. if t here is a best comment give a link to the comment). The
Easter egg hunt was fun u
ntil I got to the last module. I cannot make
the one (I suspect two) work with the hidden text no m
atter how
many permutations I try, and I d
on’t own a smartphone or anything
that would read a QR code. Plus, the file with Easter egg spoilers
won’t load e ither, and now it is no longer fun.
I enjoyed being able to use a lot of new web sites that I d
idn’t know about
to do projects.
It should be nice if we got [all] t hose game elements we w
ere promised.
I love it, it has been wonderful.
For non-native English is difficult following videos without subtitles and
most activities are dedicated to people who control speaking in this
language.
64 Game On!
Yee’s candid experimentation, his can-do attitude, and his infectious en-
thusiasm w
ere certainly huge assets. As w
e’ll see with other experiments in
subsequent chapters, the students who provided feedback w
ere extremely
supportive of his efforts. His MOOC retained around twice as many students
as was typical at the time, and I, personally, learned a lot about fairy tales—
some of it quite nasty (one sister in Cinderella actually cuts off her big toe
and part of her heel to try and fit into the glass slipper in the B
rothers Grimm
version).
In mid-May 2016, I spoke with Dr. Yee to see where he had got to with the fairy tales proj
ect. My questions were: How has the project evolved? Has it grown or atrophied at the
institution?
BELL —So as time has passed, what happened with your project, the Fairy Tale MOOC?
Did it run again? Did you tweak it? What happened with the interest, both yours
and institutionally? Where you are at with gameful design, gamification?
YEE —
So as you know, mine was a little higher than normal completion rates for a
MOOC, and that was useful. First, some backup for why I had offered that particular
MOOC. The topic w
asn’t new to me, nor was gamification as an idea. Our university
had not done any MOOCs at the time (around 2014), and p
eople were worried that
MOOCs were about to sweep or take over. I wanted to be in a stronger position to
protect the university, and I feel that there is no substitute for doing something
yourself and seeing what happens. So that was sort of the major motivation for me
rather than the research specifically into the gamification side. Also, I had done a
MAGNA seminar on gamification at one point [MAGNA is a for-profit player in fac-
ulty professional development]. So I had a fairly established faculty-facing, hour-
long presentation as to what gamification means for me and the principles that I
prescribe to it. I have my own six principles for the things we want to steal from
games.
That is a long way of explaining that I d
idn’t pick up the MOOC beyond that
second run because it’s not a priority for what we do. Now I’m a faculty member I’m
[on call twelve months a year] . . . my main job is to know t hings and do t hings so
that we can help faculty become more effective, it’s not to teach MOOCs. So I
haven’t returned to it for that. Now, in terms of gamification, I do teach about once
a year, but lately what I’ve been teaching is an honors class with only about 20 stu-
dents. Honors students are already motivated. This last year I was teaching the topic
The Fairy Tale MOOC 65
[not fairy tales but] Disney World. The title of the class was Deconstructing Disney
World. With a topic like that they really don’t need the external motivation that
gamification provides because there’s enough inherent motivation in it, so it wasn’t
my first thought to do it.
Now there is, however, an answer for how it has transmogrified in my brain or
how I have started to do things differently with gamification. I have started to use
some of t hose principles in what we do in faculty development; the ways in which
we not only engage faculty but keep them interested in our longer events. We have
a two-day event called Summer Teaching Symposium (STS). We don’t offer a sti-
pend, a cash stipend, for p
eople to come to this, so it has to be useful or they w
on’t
come back, and, to some extent, it has to have some fun elements to it. So we have
kind of evolved into a position where we make the event not just a staid instructor-
level very formal sort of “Go to workshops [and] learn from this and that.” It has
much more of a fun vibe, so your nametag when you get it comes with games built
into it. There’s a picture of a particular kind of chocolate in the corner. Then there’s
code in the corner down h
ere that says A and then 17-2 or something like that, and
then over in the other corner there’s a word written, like frost. And they all represent
different games that are to be used to interact with each other during the course of
the two days. So the person with frost has to find someone e
lse’s nametag (they’re
all custom) with a word that can go with frost to form a combination word. Frost and
house wouldn’t go together, but someone with frost could go with someone with
the word bite to make frostbite. When they meet a person where the names are com-
patible, then they interview each other about their best teaching trick—that sort
of thing.
I d
on’t know that it follows necessarily my principles of gamification to force
students to do work that is otherwise boring to them, but what it does do is it gen-
erates interest in the event and keeps things fresh. Again, it being a faculty event, I
wouldn’t do it that way with students, I don’t think. So there’s a fair amount of that,
and it turns out the very next year’s STS topic is going to be gamification. This year
was the flipped classroom—how you flip classrooms, why you do it, what are the
problems you have, and how you surmount t hose—all of that stuff.
BELL —A re you taking a lead in that—the gamification? Or is that something that has
come up organically at the institution?
YEE —No, the event is ours. I’m the director of the office, so I think you can probably
safely say it’s just an executive decision by me that this last year was going to be the
flipped class and that next year w
ill be gamification. So the reason why? I d
on’t
know, I guess t here are a c ouple of reasons why. First, it’s something that we, or at
66 Game On!
least I, have a lot of experience in doing, and most faculty don’t know what it is or
how to do it. So it becomes a topic that is kind of ripe for a two-day intensive look
at it with lots of breakouts. And, of course, the event itself w
ill be gamified . . . just
as the flipped classroom event was flipped . . . We have a fairly well produced trailer
for what STS 4 will look like. T
here’s a Harry Potter element to it, so that we ended
up using music from one of the Harry Potter trailers and overlaid images of students
basically not being plugged in and texting and all those other things. We’re sug-
gesting that there are principles of games that we could steal that would make things
more interesting in the classroom. The Harry Potter connection is how we will gam-
ify the event. We are going to sort our faculty into four Harry Potter h
ouses and
provide “five points for Gryffindor,” e
tc., when they do something good in one of
these breakouts.
BELL —That was one of your key principles, w
asn’t it? The dependent hero contingency—
the Harry Potter principle of engendering, whether it’s peer pressure or team spirit
or whatever?
YEE —Yes, I think for me the Harry Potter idea (and you might as well just use the a ctual
Harry Potter—right?) came about more from a logistical point of view because there
is not automation in the LMS. Actually, Blackboard may have it now. We’ve been on
Canvas for a while, and Blackboard does have badges of some sort built in. But
because of the lack of automation in the LMS level, the generic principle is one of
proxy. You do something good your w
hole team benefits, because I’m not keeping
a gigantic t able with 300 people’s scores.
BELL —That makes sense. So back to the MOOC experiment—you said you ran it twice
in quick succession. Did you tweak anything between runs? Did you ramp anything
up or scale it down?
YEE —I actually have to report that term, and this is why there was no third MOOC. I
ended up getting even busier with the day job than I was even first time around. The
first time around, what happened was it was only a four-week MOOC, and about
three weeks into it I started r unning into logistical challenges. I d
idn’t have enough
hours in the day to do the gamified parts of it, and so a couple of the badges were
just not awarded . . . or I guess they w
ere, but they w
ere done very late in the cycle
each time. And so I felt like I w
asn’t really making as much of a presence in the dis-
cussion boards as I had wanted to, and it ended up becoming a stealth experiment
into how much you could automate a MOOC. By the second time around I did it I
had even less presence week to week, and still t hings ran. The Easter egg hunts still
continued. People still reported like they did with the first one that they were in-
tensely interested in finding all the Easter eggs, and that really drove them to read
The Fairy Tale MOOC 67
things multiple times. So all of that continued, but sort of the house challenge—
where the first person who posts a question this week gets a badge or whatever,
that kind of thing—the second time around some of those things just did not get
awarded because I just was not finding the time within the workweek to do it. So
out of that guilt I did not try to run it again.
BELL —So your MOOC stalled a little. You do have the faculty development piece. The
class you are teaching you say you don’t see the need to implement. Do you have
any other plans to implement anything gamified on your campus?
YEE —No. You know, if this were a phone call in two years’ time—that would be a year
after we do our STS event on gamification—I would be willing to bet there will be
some faculty on campus who are trying to develop some version of this. Unfortu-
nately, I don’t have much I can share with you now just b
ecause . . . we have a mil-
lion things we try to push, and t here a million things I try to make myself an expert
on, and gamification is only one of them. If I was a nine-month faculty member I
probably would have taken that topic or a similar one and said, “this is my niche,”
and kept publishing on it, but that’s not my situation.
BELL —
So obviously with your work you are generating a good degree of interest on
your campus. Have you been seeing or hearing concerns over trivializing or from
faculty that when you gamify your course it makes my (traditional) course seem
even more boring by contrast. Have you had any of that kind of pushback?
YEE —Yes. When I give my regular one-hour workshops on gamification—which I have
done over the years—there are three main concerns that I hear most frequently.
One is about trivialization, one is about lack of universality—what you just said—
like “if my colleague d
oesn’t do this,” and the third, which is the deadliest of them,
is that we are not actually addressing core motivation. What w
e’re d
oing is actu-
ally tricking the students into doing something. If you were to look into industry
definitions of gamification it would be something along the lines of (take Four-
Square) where if you get people to check in to here they become mayor, so there’s
something in it for them. In the meantime, Starbucks can now offer you a coupon
for being nearby, that sort of thing. So the industry definition of gamification is
often about taking a boring or routine process and making it fun. But that implies
that what we’re teaching them in the classrooms is boring or routine, and gamifi-
cation d
oesn’t really fix that. To some extent it’s a critical flaw to what we do as
gamification.
So what does it mean? Well I d
on’t purport to have all of t hose answers, but what
it might mean is that gamification serves to create some initial interest after which,
theoretically, they have bought in to the a ctual inherent content itself. Now they
68 Game On!
might sense a reason for memorizing something like all the bones in the body in
biology b
ecause it’s become interesting in and of itself; the game was a means to an
end. My background is actually in languages—I have a PhD in German—so when I
teach German classes we have always, since the beginning of time, done some ver-
sion of games within classes to make t hings more interesting. So the way you mem-
orize certain prepositions can be done to the tune of, say, “Twinkle, Twinkle L ittle
Star.” So that conversion of a game gets you somewhere towards them knowing it
and remembering it, and now they care about t hese other, bigger t hings within the
discipline. That’s a little bit different from d
oing a semester-long Harry Potter type
thing.
You know, I meet some faculty who are willing to give that ground where they
say, “So what if it’s purely extrinsic?” Let’s say it is. There’s nothing intrinsic about it,
but they come to class and they end up learning something as a result of it . . . even
though I haven’t turned them on to the world of calculus, but they got through it
and they enjoyed the class and [it received] good evaluations and they actually
learned something. And maybe they d
on’t like it, or maybe they like it for the wrong
reasons, but at least they got through my class.
BELL —A nd you d
on’t hold to the trivialization argument e
ither then, for similar reasons,
I guess? It d
oesn’t m
atter why they are engaged so long as they are?
YEE —No, that’s a really good question, and I think that cuts to the heart of a style ques-
tion. I d
on’t see that as trivialization—as kindergartenization—that it seems beneath us
as faculty members at a college level, that we would resort to doing this through a
game lens. Why d
on’t we just approach this as adults? The bigger problem is not so
much the faculty pushback on that as it is faculty recognizing that there will be a
subset of students who w
ill push back on that. Gamification actually speaks to the
lowest common denominator of students, the ones who will be the least likely to
be engaged. To some extent it r eally is an imposition to the p
eople who are already
engaged for intrinsic reasons. You know, “Now you have to go through this game
element.” “Well, what game element? Can we please talk about the bones in the
body and how they interact with each other?”
BELL —At least one of my other practitioners said almost the same t hing, that it’s a hook
to get students to the level of engagement to where they are hooked by the subject
area.
YEE —
Well, to use the flipping analogy as well, there are degrees of implementation
here. So with the flipped classroom you can flip five minutes and then create five
minutes’ time during the lecture to do something different—you didn’t do very
much. So the game version of that is stealing . . . one of my principles is to leverage
The Fairy Tale MOOC 69
start planning now based on the literature and revised research—we have 11 months
to plan and prepare for the next STS.
BELL —Do you still play games? What are you playing at the moment?
YEE —
I’m playing a Steam game right now called Dungeon Defender II, and I’ve been
playing Battlefield 4 on the Xbox when the kids are not awake (because it’s not a
kid-appropriate title). Dungeon Defender II is, like many STEAM games, free to play.
It’s multiplayer and it’s kind of a tower defense meets platform game. So you have
things you have to shoot—your enemies—because your towers are not strong
enough to do it by themselves, and so it’s multiplayer, multipath tower defense with
shooting. And you switch character roles so y ou’re different classes (and you can
switch in the m
iddle of a level)—might be good for t hese kinds of flying t hings, or
these towers are strong but this has the best ranged attack, whatever this stuff is. It’s
actually—my 13-year-old started playing it, and now I play it with him—it’s a f amily
thing that we do.
BELL —That’s g
reat, so y ou’re keeping your sense of fun and youth . . .
YEE —
Yeah. One of the things I did recently, actually, was to bring into my office my
games . . . the ones I rocked out on back in the day. It’s become part of the position-
ing or the branding of the office is that, you know, I’ve got experience in the gam-
ing industry, so I’m g
oing to leverage that.
BELL —Well, thanks so much. It’s great to catch up and great that you’re still working on
this and thinking about this.
YEE —Yes, it’s lower-level and more on the faculty development side of t hings, but that
is the main job, so that’s where I have to keep it for now.
BELL —I had a g
reat experience working with you, and I can report that it worked on
me. I can report that my retention of fairy tale history and genesis is still strong. My
daughters thank you. Keep in touch.
CHAPTER FOUR
the study of how societies organize themselves to produce goods and serv ices
and to distribute t hose products among the members of society. In the modern
world, a combination of market forces, public policies and social customs per-
form these basic economic tasks. Economists use concepts, models and data to
analyze efficiency of resource use, fairness of economic outcomes and develop-
ment of global and national economies.
The department chair and instructor, Neil Niman, has gone beyond the
typical bounds of a standard economics class (figure 8). He provides a snapshot
illustrating underpinnings to his philosophy of narrative gamification, quot-
ing Lydia Plowman’s paper “Narrative, Linearity and Interactivity: Making
Sense of Interactive Multimedia,” “Narrative isn’t just a shaping device: it helps
us think, remember, communicate and make sense of ourselves and the world.
The role of narrative is not therefore simply aesthetic; it is central to our cog-
nition from earliest childhood” (1996, 96). For a variety of reasons, and to a
variety of ends, as presented in this chapter, Niman runs with this concept to
address the challenge of helping (self-declared) nontechnical/math-phobic
students succeed in his class.
Background
UNH was founded and incorporated in 1866 as the New Hampshire College
of Agriculture and the Mechanic Arts, a land grant subsidiary of Dartmouth
College in Hanover, New Hampshire (officially associated with Dartmouth
and overseen by their president). Dartmouth is the smallest of the Ivy League
schools and is famous for its selectivity, for its nearly 250-year history, and for
72 Game On!
Figure 8. Screenshot: Support website interface for the University of New Hampshire
EconJourney course. Reproduced with permission of Neil Niman, University of New
Hampshire.
serving as part of the inspiration (the Alpha Delta Phi fraternity) for National
Lampoon’s Animal House. The co-writer of the, “To-ga-To-ga” / “Fat, drunk and
stupid is no way to go through life, son,” comedy, Chris Miller, is a Dartmouth
graduate, class of 1963.
In 1891, following the bequeathal of farm and land assets by Durham resi-
dent Benjamin Thompson, the college’s move to Durham was approved. In
1923 the college’s name was changed to the University of New Hampshire.
UNH is home for over 15,000 students and runs the oldest endowed sustain-
ability program in higher education in the nation. In 2012, UNH was named
the sixth “coolest school” in the country by Sierra magazine for its efforts in
sustainability. Tuition and fees for in-state students were $17,624 in 2016,
$31,424 for out-of-state students, and room and board w
ere around $10,000
for undergraduates. Famous alums include John Irving, Academy Award–
winning screenwriter and novelist; Carlton Fisk, professional baseball player
and inductee into the Baseball Hall of Fame; three former governors of New
The Hero’s Journey 73
Who aren’t necessarily the traditional economics students, a lot of economics stu-
dents are logic based, number-kind of, applied math p
eople . . . for t hose students
who come in . . . maybe they’re in marketing or advertising and they have a more
creative brain and they like to exercise those skills, and you wouldn’t typically get
that in an economics class necessarily b
ecause it’s logic, rules, math and concepts.
Stories are the way we communicate; stories are the way that we raise our c hildren;
stories are something that we do e
very moment of our life, especially now with this
whole social media revolution. And so, if we’ve trained people to become storytell-
ers, or storytelling emerges as part of our normal way of life, d
oesn’t it make sense
that learning should incorporate t hose skills?
Niman’s elevator pitch on the course was that the learning experience is fueled
by “the student’s imagination on the framework we have created.” Co-creation,
the idea of story and story elements as used in many games, is the fundamen-
tal philosophical pillar to the model. He sees his role as the instructor of
the modified course to be helping students develop their stories rather than
“spoon-feeding” them fixed narratives or case studies that may not resonate.
The idea of mnemonics and even whimsical memory prompts came to them
in earlier work on helping students retain critical information. Trudeau re-
counted how she and Niman recorded a brief illustration of a key economics
concept, “We went out and played tennis to explain the law of diminishing
The Hero’s Journey 75
marginal returns. So it was very obvious, in that case, that the students’ re-
tention of that concept was helped by Jen looking like an idiot while playing
tennis out on the tennis courts.” Niman and Trudeau began to reflect that it
would be more meaningful when the examples w
ere self-generated by the
students and then compared within the class. Emerging research into tools
students are familiar with, like Facebook and other social media platforms,
indicates that perceived value emerges from a co-created process that has the
user learning more about themselves and their friends while enhancing feel-
ings of belonging within a community of peers (Marandi, L
ittle, & Hughes
2010). Niman’s personal epiphany came when grading final papers for an
executive MBA class, which he used as an opportunity to show a prospective
MBA student that she was capable of participating in an academically rigor-
ous company environment:
I said to [student name], “You want to go check these [MBA papers] out.” And it was
a real learning experience for her, you know, b
ecause h
ere are these executives’
writing and what’s the quality and how different are they? Are they really good? Or
are they really bad? And it’s by seeing what other p
eople are d
oing that you say
either, “Wow, I thought t hey’d be awesome and I would be so much further b
ehind,”
or “I’m right at their level,” or even, “I can do better than them.” So it’s all about
relative comparisons, right? And seeing what other people are d
oing.
Niman framed the course around the notion of relative position, positing
that people gain motivation, build self-esteem, and learn through their rela-
tionships with each other. He speculated that more effective motivators than
points or badge systems, which he d
oesn’t particularly see to be of value,
would be students posting their thoughts and reflections of a more personal
nature, knowing their fellow students would rate or “like” it in a manner that
they are very familiar and comfortable with through their social media use.
Perhaps the most transformative element of their model was the idea that
students with different skill sets may be able not only to coexist but also to
support each other and encourage mutual discovery and learning. Encourag-
ing fuller class participation through the provision of comfort or safe zones
may be a key benefit of gamification, whatever the specific means and format
that facilitate that end. Theorists such as Schell (2008) and Kapp (2012) per-
ceive failing in games not to be stigmatizing (as is often the case in academia)
but instructive. This removal or reduction of “fear of failure,” at least hypo-
thetically, encourages student participation and can make competition a more
76 Game On!
I was a freshman last year . . . it’s a really daunting prospect walking into an econom-
ics course, but the thought of it being more game-like would make it less daunting.
I can think, “OK I can do this, all I have to do is work through this game and I’m
creating this and what I decide for my character to do w ill decide w hether they
succeed or not.” I think it’s less daunting—rather than seeing all of the scary con-
cepts come at you all at once in a textbook this is more like working through them
and giving you a better chance at grabbing them.
Elements of Gamification
Learning economics can be a challenge. Too many concepts are often applied in
unrelatable contexts that have little meaning. EconJourney is designed to use
the power of story to help students learn how to take complex ideas and apply
them in ways that w
ill make them understandable and memorable.
The course is broken down into 12 stages. Each stage introduces the student to
three important concepts. They encounter a challenge that must be overcome
and writing prompts designed to help them think about how to use economics
to gain insight into key events in their own life. E
very four stages create a chap-
ter and their final story w
ill combine all three chapters into one coherent whole
where they become the hero of their own story.
having them apply t hese concepts within the context of a story line that they
develop, they begin to see their applicability toward solving a problem that is
meaningful to them. In turn, it empowers them to think about change and the
power of narrative as both a thought process and a means of communicating
ideas in an understandable and engaging way.
well, utilizing key concepts and terminology, he feels that they w ill be better
motivated to engage and better equipped to retain these concepts further
down the line in their education and work life. As he states:
The EconJourney process is about more than just a new way of learning economics.
It is also about teaching students how to write, solve simple math problems and
become analytical thinkers. It is about promoting creativity and (hopefully) that
learning can be fun. It is also designed to place individual action within a social con-
text; thereby helping students understand that a single individual can truly make a
difference.
The development process for Niman’s team was initially theoretical and
therefore, by definition, platform-agnostic. Their early focus was on the ele
ments and rationale rather than the precise mechanics of delivery. Develop-
ing with no fixed platform in mind was a contrast with the other cases in this
study, where the realities and restrictions of available tools and platforms w
ere
uppermost in most teams’ minds. Not being tied to a specific learning manage-
ment system provided the team with the freedom to think more creatively.
Niman fueled the development team with his assimilation of, and enthusiasm
about, prior work connecting economics with mnemonic narrative. The dis-
tinguishing feature of the UNH project is that the model encourages student
participants to develop their own narratives to better personalize the key ele
ments that they need to remember. In his paper “The Hero’s Journey: Using
Story to Teach Economic Principles,” Niman quoted Savitz and Tedford to pro-
vide more context on this perspective, “If you read between the lines, you’ll
discover that the entire Facebook platform is organized around the generation
The Hero’s Journey 79
and amplification of stories” (Savitz and Tedford 2012, 21). This concept of
going beyond the instructor-provided, culturally dated narrative is clearly
captured in the succinct statement by Trudeau, Niman’s (by most standards,
young and connected) GA: “I’m 26 and my references are dated.” Niman elabo-
rates upon the need for personally resonant narrative, referencing Hawtrey: “It
is about empowering students to identify pertinent content in order to create
their own stories that are both relevant and meaningful for them” (2007, 143).
The Journey/Narrative
Figure 9. Screenshot: Initial draft interface for the UNH EconJourney course. Reproduced
with permission of Neil Niman, University of New Hampshire.
Think of any sports hero movie where the training is tough, the
opponent is scary, or the odds against are high.
4. Acquiring Skills, Tools, and Knowledge, Meeting with the Mentor—
the desire in the previous step to walk away is overcome by further
recognition that if nothing is done, everything w
ill be lost, and the
f uture w ill be untenable. The scale of the problem and the under-
standing that t here is no other option allows the hero to overcome
his or her fear and persevere, through training and hardship, to
acquire the skills to ultimately succeed. Traditionally an older, wiser
mentor figure appears, sometimes by magic, and commits to training
and educating the younger, naive hero. Think Rocky, Bruce Lee, The
Karate Kid, or Winter the dolphin in A Dolphin’s Tale.
The second band within the journey is titled “The Journey Begins.”
5. Crossing the First Threshold—having got around all the prevarication
and committed to saving (or finding or killing) something, the hero
typically travels to a new environment to train and study the chal-
lenge while starting to hone potential solutions. The location
provides a fresh perspective but reinforces the sense that if he or she
doesn’t act, everything, including this new place (not just the hero’s
own home base), will be destroyed. Thor coming to earth in the movie
of the same name comes to mind without much specificity as to what
he does or why.
6. Friends, Enemies, and Challenges—Captain America: Civil War has
now defined this category for a new generation of cinemagoers. In this
stage, as the hero continues preparation, friends become rivals or
threats to his or her mission to save/find/kill someone or something.
The hero has to persevere and keep learning, training, and developing
ideas to eventually meet the ultimate challenge (often referred to in
gaming parlance as the boss battle—more on this later).
7. Uncovering New Knowledge (or Approach to the Innermost Cave)—
having made it through the preceding stages with much existential
angst alongside tangible challenge, the hero develops a sense that the
answer was somehow t here all along. The veil of ignorance begins to
fall away, and the hero begins to see that a solution and ultimate
victory is possible a
fter all. George Lucas cultivated his Star Wars
characters so that they came to see the power of The Force and
realized that all was not despair and doom.
82 Game On!
Niman gives examples (beyond the pop culture Star Wars / Kung Fu Panda / Toy
Story examples given) where authentic, real-world challenges could frame a
hero’s journey, including
Despite these examples, Niman still hopes that students w ill use the guid-
ing framework to support the development of their own personal narrative
stating, “We always intended to create some sort of forum where students
w ill be able to share their writing initially within a smaller team then more
widely with other students in the class.” Despite this very student-centered
nature of the activity, he obviously also wants students to be afforded the op-
portunity to share their narratives with their professor. Alongside the in-
structor’s more considered, or academic, feedback, he hopes to generate more
peer interaction asking questions along the lines of, “OK, so who had the best
character?” Since the journey is broken into thirds, at the conclusion of each
band there is an immediate opportunity for the students to pause on the core
memorization of economics and instead, using the concepts and terminol-
ogy they have reviewed, construct a story in three main sections (or twelve
steps). T hese stories w ill get them feedback on both their grasp of the key
terms but also on the excitement and vividness of their writing, their creativ-
ity, and their imagination. After each band, each student will award gold, sil-
ver, and bronze rankings to the three stories they thought were the best. The
instructor, or his GAs, w
ill convert the awards to points and post the leaders
to a leaderboard under the hero’s (rather than the student’s) name. Through
this format both social interaction and a degree of competitiveness w ill be
built into the model.
At the end of the course the students w ill be directed to put the whole
story together and w ill receive comprehensive feedback again on both as-
pects. Niman hopes that this social element, blended with supportive and
constructive instructor feedback, w ill provide a richer source of encourage-
ment that translates to increased student engagement and time-on-task. As
an extra support, Niman employs “Storytellers” in the build. T hese recent
graduates of the class provide culturally relevant, age-appropriate sample
narratives so that, encouraged by their examples, the enrolled students w ill
overwrite the provided examples with their own fully personalized narra-
tive. The final, hyper-personalized context ultimately w ill serve as a mne-
monic tool to help students weave economic concepts into a framework
that they can recall when needed. A fter all the students complete their
journey and share their full story with their “Journey Team,” the top hero/
story from each subgroup w ill be labeled “Superheroes,” and their stories
w ill be shared via a blog that the entire class w
ill review before voting to
determine the class “Ultimate Hero.” The professor w
ill retain the authority
84 Game On!
to elevate stories that he considers of special merit to contend for the final
recognition.
Trudeau connected their model to a direct gaming format, contextualiz-
ing the Millennial student’s comfort with the evolving story format: “There
are many different types of games. There are the massive multiplayer role-
playing games (MMORPGs) that are story-based. The story is evolving and
you have to do these tasks within the story and eventually there’s some out-
come that you get to at the end, which is, I think, very much what w
e’re try-
ing to do except that w
e’re having them create the story that is evolving.”
Her own illustrative example comes from current pop culture, “The Hunger
Games trilogy has a lot of economic underpinnings in it so when I read it I
sunk my teeth into it . . . it’s politics and economics and we’re dealing with
scarcity and how people are fighting with it. If you sit down and read it, you
can make the connection.”
Niman is comfortable with this construct, when many other instructors
perhaps are not. Certainly, students in this kind of environment have a greater
degree of autonomy than would be seen in a didactic lecture environment.
As focus in academia has sharpened on student-centered learning (SCL), his
work seems well aligned with the core principles of this approach:
Cooperation
Competition
Technical Build
In fall 2013, Niman’s team was empowered (but also arguably limited) by
the lack of platform and technological specifications that they had in place.
UNH, as part of the state system, runs the Blackboard learning management
system. Even as the course was always likely to be connected to the larger
institutional system, Niman was comfortable linking out to other develop-
ment platforms they might end up using. He consciously encouraged think-
ing outside the box, and so his team’s language was creative yet lacking detail
in terms of concrete implementation:
We’ll have some sort of notes section where they can type notes to themselves and
dump that into a database, and then they can pull that up at any time so they don’t
have to remember these things. So at the end of this sort of brainstorming stage
we’re talking about, they’ll have a button that will call up the choices they’ve made.
We had started with Wordpress, the blog developing software, but for the ideas we
had [as a team] we felt that it w
ouldn’t support our needs—we wanted to have a
database behind a dynamic site.
Student Reaction
That’s hard to say—it could change a lot of t hings. As it stands, I feel like u
nless you
get to know your instructor well the roles are really separate. They’re the faculty,
you’re the student. In this model I would hope that the student gets more passion-
ate about the materials and maybe . . . you would get more discussion and debate
about the stories. So perhaps the instructor does become more of a coach—more of
a guide—rather than throwing information at you and then just seeing if you do
well on the exams.
The Hero’s Journey 87
Outcomes
Niman is comfortable speaking of the EconJourney model as a gamified
course while distancing himself from what he perceives as the norm for
gamified courses. He distinguished between courses that have some added
game elements versus those that have been fully gamified, stating, “The
whole approach is sort of a gamified approach where, just as in a game, I cre-
ate an avatar, I develop a character, the character builds skills, the character
has experiences, they overcome challenges, they see how they are growing
and progressing, and they feel good about themselves. I mean, that’s gamifi-
cation more than just giving someone a badge or something like that.”
When discussing elements such as cooperation, competition, and recogni-
tion, the UNH team conceives of these coming as embedded elements in the
course rather than as the instructor granting awards or badges. This approach
fits with the open nature of their narrative (student-led) and their idea of
88 Game On!
On May 17, 2016, I spoke with Niman to see where he had got to with the EconJourney
project. My questions were, How has the project evolved? Has it grown or atrophied at the
institution?
BELL —So Neil, thanks for taking my call. I’m wondering if you could fill me in on the
two years since we reviewed the EconJourney project together back in 2013–14.
NIMAN —This past year we were doing EconJourney 2.0 and we’ve got some really inter
esting ideas w
e’re going to implement over the summer to create version 3.0. With
EconJourney we did it in a single class. We focused more on sort of telling a story
rather than learning economics, we didn’t r eally implement any of the games stuff
well, and we didn’t really know what we w
ere doing, so it was sort of a disaster.
Then we sort of cleaned it up a little bit and ran it again and had a lot more suc-
cess. Part of it was we knew what we were doing, and we’d made some pretty fun-
damental changes and restructured the content. The students were really receptive
to it, and that sort of spurred us to come up with version 2.0. We did a total site re-
design, so the look and feel was entirely different, and a lot of the content was dif
ferent. You know, we had gone into the project design with g
reat enthusiasm but
didn’t really think of it from the student perspective. They d
idn’t want to read any-
thing, and they don’t want to click on anything. They just want to do as little as
possible and the key question became, “How can we better engage them?” Version
2.0 is focusing on changing the way we presented the material, by creating a more
linear design in the site and better specifying what our expectations are and what
they [the students] need to do.
And so now w
e’re d
oing version 3.0. We’ve been focused on getting the content
down, and now we have a better idea of what content we need. W
e’re g
oing to
continue to refine the content and add game elements that d
on’t exist. We redid
the challenges so now they tell a story and serve as an example of what it is we ex-
pect the students to write. W
e’re creating a more engaging story, but now w
e’re
going to add some agency where the students can pick different forks in the story
so that they feel more part of things. Then at the end of the story, they’re going to
be able to pick what happens and choose (we h
aven’t figured out what w
e’re calling
it yet) a talent or a skill that the character in the story develops. This will earn the
equivalent of a badge, and t hey’ll be asked to use that in their stage writing. Then at
The Hero’s Journey 91
the end it’s sort of like a personality test, where we’ll tell them the twelve character-
istics, traits or talents that they identified and what it means. So that it’s sort of
this New Age, self-help kind of thing, while at the same stage [they] sort of learn
economics . . . and we continue to hope that they draw a better connection be-
tween the character that they’re writing about and their own perceptions of them-
selves. This is getting back to that “changing mindset” stuff that we w
ere working
on a couple of years ago. We are embracing that and looking at the semester (and
at each stage) as a series of interventions that hopefully at the end empowers them
to think that this validated their character make a difference so that they can make a
difference too.
BELL —W hat y ou’re saying is that the original (1.0 version) was too loosely structured?
Allowed the students too much freedom of choice and movement?
NIMAN —The first version we took kind of a sandbox approach, “Here’s a sandbox and a
bucket and you go build a sandcastle.” The students w
ere like, “Well I’ve never seen
a sandcastle and d
on’t know how to do a sandcastle,” or “I can’t decide.” We dis-
covered that they need more guidance than that, so we put more structure into the
site, but w
e’re still trying to slip t hings in without them realizing it. And the content
we redeveloped and rewrote to try to make it more engaging, snappier, and briefer.
We’re trying to give them a little more structure, so now we give them writing
prompts. In fact, we went [in 2.0] too far the other direction. We gave them very
specific writing prompts, and all they did was take them and essentially turn them
into a series of essay questions. The students shifted to, “well I’ll just answer the
writing prompt,” rather than thinking about how the writing prompt was intended
to nudge them and to get them to think what to write. So in version 3.0 we’re
throwing away all the existing writing prompts, and we’ve come up with a new way
of envisioning how we’re going to get them to pull out concepts and use the con-
cepts in their writing.
The part I forgot to mention is this past year we’ve used version 2.0, and we have
had a tremendous amount of success. In the fall we used it in a class of two hundred,
and I had an instructor teach two sections of a hundred students in each. One sec-
tion used a formal publisher’s e-text and support materials, and in the other section
he used EconJourney. The lectures w
ere exactly the same, the exams were exactly
the same, everything was the same except a difference in the electronic learning
platforms. What we discovered was that students didn’t perform any worse on the
exams using EconJourney than they did using the formal publisher’s e-text and sup-
port materials. In terms of preference, students d
idn’t strongly prefer one over the
other, and so we w
ere feeling really good about that, as I d
on’t know how many
92 Game On!
millions of dollars w
ere spent developing [the formal publisher’s e-text and support
materials], but we spent, I don’t know, a few hundred bucks, three weeks of my wife’s
time, and whatever time I put in developing the content. So it goes to show, we didn’t
see any difference in learning outcomes whatsoever, and the students w
ere equally
satisfied without having to spend tens of millions of dollars. Then we used it again
last semester and ran the same experiment, but the professor used a different
[formal publisher’s] e-text and support materials instead of the previous publisher’s
e-text and support materials. As far as she can tell (the students just took their final
exams on Friday), throughout the semester EconJourney students did equally as well
on the standard exams.
So we did this semester to see if hopefully EconJourney is yielding better results
on what we r eally care about because the questions were sort of standard multiple-
choice questions, the kind you would see in a mindless economics class—nothing
special. It occurred to me that in EconJourney, w
e’re hoping to improve their writing
ability, and we’re hoping to get them to think critically and to get them to use the
concepts in a meaningful and relevant way. So what we did this semester (and w
e’re
grading them as we speak) is, in addition to the multiple-choice exam we wrote a
special EconJourney question. We gave them a couple of paragraphs of text and
asked them to pull out econ concepts and use them in a meaningful way. So we’re
about to evaluate how the students did in those terms, and what we’re hoping is
that in the “plain Jane vanilla” economics exams EconJourney students don’t do any
worse. But [we hope] in terms of something that asks them to use the concepts in a
meaningful way, that they do a lot better, and w
e’ll have those results in a week
or two.
Something e
lse that we’re going to do is we’re going to reach back to those stu-
dents who took the class in the fall semester and ask them to take an exam and to
see if the EconJourney kids retain their knowledge of economics any better than
they do with the formal publisher’s e-text and support materials kids—that’s some-
thing that we want to test.
And then what’s really exciting, or nerve-wracking, is when we roll out version
3.0 next fall w
e’ll have 650 students, using EconJourney 3.0.
BELL —Can you tell me where you went with the tech platform? It was very basic in the
pilot, and it was something you had said you wanted to work on.
NIMAN —
We’re still using WordPress. We’ve found ways to make the platform more
powerful so the students move through levels. They can follow a progress bar, and
we’ve set it up so they can get immediate feedback, so we’ve been able to do a lot
more with the WordPress environment. So w
e’re still staying in the WordPress
The Hero’s Journey 93
environment, and, in fact, one of the papers that I’d r eally like to write if I ever get
free time is how WordPress can be used in this way with this w
hole movement for
open educational resources. The one big impediment in the way is, well, if you want
some sort of electronic learning platform to support some open resource, you’ll
find the major publishers have a stranglehold on that. Basically, you move[d] away
from the environment where they charge for the textbook and threw the software
in for free, and now they’re charging for the software and throw the textbook in for
free. So what we’re trying to do is we’re trying to say, “Hey—we’ll give you a tem-
plate, w
e’ll show you how to build your own Journey platform and you can do this
for relatively few dollars,” and r eally eliminate the last barrier to entry that the text-
book companies have to maintain their stranglehold on the market.
So this summer I’ve hired a graduate student to develop an Eco-Journey (as in
ecology, not economics), and I’ve hired an undergrad to help him build that and
document everything that’s done so that at the end of the summer we could basi-
cally distribute a guide that says to other faculty and even other institutions, “Hey, if
you want to develop your own journey approach, h
ere’s how to do it.”
BELL —That’s great. Before we wrap, I’d like to talk to you about a second project that
has sparked off at UNH, something that you described to me back in 2013 as your
ultimate goal, and what you saw as an expression of gamification’s massive poten-
tial on a campus-wide implementation. Can we talk about that?
NIMAN —Well, I think that that might merit a separate chapter all to itself. Do you want
to come back to that later—say, chapter 9?
BELL —Sounds g
reat. See you t here.
CHAPTER FIVE
education, and entertainment. All told, around three hundred attendees from
all sectors of business and academia participated, including a broad range of
nationalities from beyond the United States and Canada.
The WatPD program has four required courses and eight electives. Ethical
Decision Making PD9 (figure 10) is one of the electives. These courses are
designed to be concrete and succinct, intended to take students between 20
and 25 hours to complete including time spent reading, watching, and listen-
ing to course content and completing course assessments. Students who self-
reported through surveys (with an impressive 75% completion rate averaged
across courses) confirmed 20 to 25 hours of work during the 10 weeks that
the course runs. The fact that the WatPD courses are available for students to
take while they are actually placed at their co-op during a “work-term,” as
96 Game On!
UW calls it, allows them immediately to apply the knowledge they are gaining
to the work environment. The courses include assessments and formative (in-
structor) feedback on individual assignments, quizzes, tests, and exercises. The
final grade in the course is binary, submitted to the registrar’s office as either
a CR (credit) or NCR (no credit) and appearing on students’ transcripts in that
format. UW administrators feel that these courses do not require a proctored
final exam, as plagiarism is not felt to be a major risk given the clear partici-
pation benefits and fairly low academic requirements for the students. The
official course description for Ethical Decision Making reads,
Borrowing from philosophy, game theory and economics, this course equips co-
op students with both theoretical and practical knowledge needed to make ethi-
cal decisions in an ever-changing and increasingly competitive workplace. How
we act w ill affect others. And insofar as our actions affect the well-being of
others, ethics has something to say about how we conduct ourselves. A basic as-
sumption of the course is that interests and incentives drive human behavior.
With a clear understanding of how interests and incentives affect the decisions
people make, students w
ill be better prepared to navigate the complexities of
ethical decision making in the workplace.
something similar has to work. We can take the course concepts and not just have
them passively, you know, listen to it or read it, but, “Here’s a game, let’s play it.”
Andres explained that the flexibility of games allows him to provide new
situations where students can apply course concepts. UW is known for the em-
phasis it places on co-op programs. On the UW website, a statement on “The
Mission of Co-operative Education” emphasizes that the program is designed to
“inspire uWaterloo students to connect to the possibilities in a continuously
changing world of work; enable them to bridge their academic and workplace
knowledge; challenge them to learn, grow, and contribute wherever they go.”
Andres believes there are aspects of gaming that clearly motivate and en-
gage gamers and resonate with the goals and aspirations of co-operative edu-
cation. As students take his course while active on co-op, he is hopeful that
the embedded games and game elements ameliorate the jarring contrast be-
tween the lived experience of the real workplace and that of school. There are
98 Game On!
The objectives of the Ethical Decision Making course specifically (as opposed
to the general WatPD program aims mentioned earlier) include building an
understanding of ethical issues in the workplace and fostering students’ abil-
ity to take personal responsibility in group contexts.
The course has three types of assessments. Nine units with short-answer
questions are worth 27% of the final grade. Three long-answer assessments
are worth 55% of the final grade. This leaves 18% of the final grade that is
carried by the gamification elements contained in the nine units, for a total
of 45 games at five games per unit. The gamified elements are designed to be
nonpunitive, rewarding participation rather than success (e.g., “the right an-
swer”). To pass the course, a student must receive an overall grade of at least
50%, meaning that any student could hypothetically skip the gamified ele
ments and still receive a CR grade. Notably, none of the students does.
Elements of Gamification
Andres’s course applies the term “to gamify” quite esoterically, based primar-
ily on the instructor’s personal interests rather than through any sustained
analysis of game elements. Andres uses subject-related quiz games and gami-
fication elements, including a leaderboard, and is considering other elements
to increase student engagement. The games are actually scenarios based on
quite traditional course content, with no heroes or narratives layered on top.
The instructor discusses the games that are embedded in the course content:
The games are the type of games that you would find in any game theory text. Each
game consists of a brief setup (a scenario or some type of story), a description of
who they are playing against, two choices and the outcomes of their choices. They
are then asked to make a choice based on their ethical values (worldview, or what
Ethical Decision Making 99
ever you want to call it). They play against me in most of the games (well, against a
programmed version of me). There is also a leaderboard. Each student sees their
individual ranking, but only the top 10 are displayed for everyone to see.
The Centre for Extended Learning (CEL) team at UW supported the build
of the platform as envisioned by Andres. As Mark Stewart, the CEL instruc-
tional digital media developer, described it,
Greg worked with an online learning consultant and a course developer here at CEL
to flesh out his request. Once the concept was nailed down, the development team
was brought in to work out the technical details and start the build process. This
process took a long time as both teams had to educate each other on what was
needed and what was possible, especially in the time frame. This was a custom build
that would have to be done from the ground up. We used MySQL, PHP, Javascript,
json, and HTML to bring these games to life.
The Leaderboard
Andres built the leaderboard so that all participants retained the option to
remain anonymous or have their name displayed based on personal prefer-
ence. The nature of the course, the way the game elements are graded (that is,
students receive points for any sort of serious attempt), and the ability for
students to remain anonymous, Andres felt, would protect the UW team
from privacy concerns. Figure 11 shows the leaderboard distinguishing stu-
dents who chose to remain anonymous and t hose who elected to be visible in
the course (their names are blocked out h
ere to protect the innocent).
Game Scenarios
The games are related to course content, but they can be taken independently
and do not need team or cohort synchronicity (i.e., everyone d
oing the same
thing at the same time) to complete. The students are presented with a sce-
nario directly embedded in the Canvas LMS (figure 12), and are asked to
make an ethically informed judgment call based on their understanding of
readings and materials provided by the instructor.
As an example, the dilemma presented in figure 12 raises a question of
whether the student in a job-hiring situation would allow a potential em-
ployer access to his or her Facebook profile. The student in this scenario has a
fairly clean profile, with few embarrassing posts or pictures. Another job can-
didate, known personally to the student, has a Facebook profile with evidence
100 Game On!
of a more hedonistic lifestyle. The question is whether the student would make
the ethical decision to grant the employer access to his Facebook page. She
knows that in doing so, she would be making it difficult for the other candi-
date to say no, hence exposing his personal foibles. Having made their choice
in the scenario (figure 13), students receive immediate feedback that is in-
tended to provoke further thought and discussion rather than simply stating
that a choice was right or wrong.
Instructor Feedback
Figure 12. Screenshot: Game 7.2 setup in the UW Ethical Decision Making course.
Reproduced with permission of Greg Andres, University of Waterloo.
Given the way the course content is built out, individuals can overzeal-
ously race ahead and complete all game elements. D
oing so provides the
short-term boost of topping the leaderboard—the “look at me!” f actor, as An-
dres terms it. Yet this phenomenon of racing ahead also limits the opportu-
nity to build peer interaction in the games and game elements. Conversation
on discussion boards in online education tends to flag if students are not
moving lock-step through the materials. Andres recalls the lack of high-
quality discussion about the scenarios as a disappointment. “So they play the
game and there’s a moral in the story (usually conveyed in his feedback) and
I was hoping that this would translate into discussion board discussions, but
not so much.”
One exception to the general lack of discussion-board activity was in con-
nection to one game scenario where, ironically, a lack of clarity (arguably,
poor instructional design) provoked interactivity. Andres explains, “There
was some discussion on the discussion boards—not as much as I’d wanted.
There was one particular game that they were annoyed with. They were like,
102 Game On!
Figure 13. Screenshot: Student choices in Game 7.2 in the UW Ethical Decision Making
course. Reproduced with permission of Greg Andres, University of Waterloo.
‘What’s the point of it?’ So I was like, ‘Here’s the point,’ and they w
ere like,
‘Oh, OK.’ But of course I made the games so that they are kind of vexing, so
it frustrates some, and it’s like, ‘Now y
ou’re irritated and frustrated, now
you’re ready to listen.’ ”
Andres felt that the leaderboard could be a solid motivator for some stu-
dents but would have worked better if the activities and events that generate
points had been sequenced to prevent “reading ahead.” Andres dug into this
issue when he asked the students for feedback a
fter the course had been com-
pleted. “Within two weeks of the course, four p
eople had played all of the
games, and I asked them, ‘Why? Why is this?’ And they said, ‘So we’d be top
of the leaderboard.’ ”
Ethical Decision Making 103
Outcomes
The students playing the games are briefly engaged (for 5 to 10 minutes) by
each game scenario with no real sense of progression or suggestion of increas-
ing degrees of difficulty. Even though student engagement on discussion
boards was spotty at best, Patrick Laytnera (a former student in the class)
referenced the leaderboard as a motivator to monitor progress among peers
in the class. “For the most part it’s you against the system, the system being
Greg (the instructor). Usually it’s just . . . you pick your answer and it has its
answer tucked away and based on your answer you get points or not. The
games add a competitive element so you get more involved in the course.
Since it’s an online course, you d
on’t have any interaction other than com-
puters, so this pulled you into the course.”
When asked whether this kind of course might work better for certain
types of students, Laytner replied, “I think especially (for) students who
104 Game On!
Having decided to gamify his course, Andres pitched the concept to both his
academic supervisor, the vice provost of academic affairs, and the UW tech
Ethical Decision Making 105
team. The concept was received enthusiastically on the technical side in the
form of eager agreement to help him build his game elements. As he de-
scribes it, when he discussed his ideas with the manager of the CEL, his en-
thusiasm was palpable, “He sat back in his chair and he said, ‘If we can pull
this off, it’ll be brilliant.’ They had never done anything else like this before,
so they took it on as a challenge too.”
In terms of the academic, rather than the technical, permission to develop
the course, Andres reflects, “I asked my boss, Anne Fallon (the vice provost of
academic affairs)—I pitched it to her and she loved it, and she said, ‘Just run
with it.’ So I ran with it, and later she did come back and said to me, ‘Um—
can you just explain for me the rationale—just so that if the associate provost
does come back to me then I can say, yes, this is the motivation.’ But no one
at co-op, no one in the provost’s office has come back to us . . . So now it’s
just pure academic freedom!”
Fallon describes some initial trepidation but indicates general institutional
encouragement of Andres’s initiative in the form of technical support and
public endorsement:
I wouldn’t say that I had concerns with including gamified elements in the course,
but I did have concerns about how they were implemented. It was important to me
that the games included some sort of reflective piece and that students w
ere clear
why the games existed and how they were augmenting their learning. I also had
concerns with the leaderboard. I didn’t want students to feel the need to compete
with each other. The compromise for the leaderboard was to implement a feature
that allowed students to earn points while playing anonymously.
As with many gamification projects, the elements have been infused into
what is, to all intents and purposes, a “regular” catalogued course. Andres’s
course seems to have been protected by the blanket coverage of academic
freedom to teach a course as the faculty member sees fit. Fallon further
comments, “The course was not vetted at the sen ior academic level. The
catalog description does not include reference to games. The games evolved
as the course was being developed.” Clearly, Fallon and UW’s interest in
gamification as a concept and their desire to demonstrate UW as an indus-
try leader supported Andres’s desire to experiment with the format. UW is
unique in this study, as it is the only example among the four cases that
supplied any level of institutional academic endorsement for the instruc-
tor’s project.
106 Game On!
Next Steps
Games fall neatly into the category of unexpected assessment, and I think students
tend to dismiss the learning experience because it isn’t deemed academically rigor-
ous. I believe that students can be persuaded of the benefits of these less traditional
assessments, but that the challenge of doing so is exacerbated in an online environ-
ment. I think some faculty members share similar perceptions to their students.
Academia falls into the box of lectures, labs/tutorials, midterms, and finals. In their
mind, games are for fun, not for academic credit.
She does, despite her caution, conclude with a degree of positivity and opti-
mism, “I think there is great potential in gamification but that there is much
work to be done. We need research to provide a strong pedagogical underpin-
ning. We need significant resources to build games that are engaging and that
have enough finesse to actually meet the intended aims. Last but not least, we
need to address preconceived notions about learning and academia.”
These conclusions, in combination with Andres’s statements and enthusi-
asm, provide a healthy tension between the desire to experiment and the
desire to prove the efficacy of his gamification efforts. UW seemed, in 2013,
to be in an excellent position to continue as a leader in both experiential edu-
cation and gamification.
On May 20, 2016, to discuss the progression of his work and to generally catch up, I spoke
with Greg.
Ethical Decision Making 107
BELL —Tell me how it’s all going. WatPD9, Ethical Decision Making, is it still r unning?
ANDRES —Yes, it is still r unning. It went live fall of 2013 and has run every semester. They
have gone to a different model. It will run two semesters, then be off one semester,
and then run for two and be off for one. This semester it is not running, so we are
doing a program review of it. I hope to address the games, as initially I had envi-
sioned the games to be one way, but the tech people [the web developers] said,
“No we c an’t do that, so h
ere’s the compromise.” I want to see if I can get it closer
to what I had originally conceived the games to be.
BELL —Can you talk a little more to that?
ANDRES —So what I wanted was more akin to a “choose your own ending [adventure].”
Have the thing structured so if they played one way in a scenario it would take them
to [a certain new] scenario. If they played another way it would take them to a dif
ferent scenario. The tech p
eople cashed it out as, “we c an’t do it technically.” Right
now it’s built in Desire2Learn (D2L), and it just uses the [native] quiz function—
which is very limiting. I think it was the ease of using that convinced the developers
it wasn’t worth doing the other way. You’d have to build a much more elaborate
engine in the background to actually do what I conceived of d
oing. I want to push
to see if t hings have changed, to see if they can actually catch my vision this time.
I’d be willing to do the back work to make this fly. One of the t hings we’d need to
do is the game would have to be able to track the student’s progression through it
so we could provide feedback. “How are you playing relative to how others are play-
ing?” More importantly, it’s so we could track their progress and assign participa-
tion marks for it. So that’s why they [developers] used the quiz feature in the first
place—so it was obvious if the students had done it or not. So we’d have to build
some sort of machine mechanism, some engine, to track their progress to assign
participation marks.
BELL —
How have you enhanced the game in subsequent runs? You w
ere a little disap-
pointed not to provoke more discussion between the games—has that improved at all?
ANDRES —So one of the t hings we’ve done is e
very week we post an actual news story
that motivated and inspired this particular game so the students d
on’t just see this
as an abstract activity. You know, “Here’s how the game actually played itself out in
real life, h
ere’s the actual story.” It still doesn’t generate discussion.
BELL —W hat e
lse have you learned in the time between launch and now?
ANDRES —That it’s r eally hard, that student engagement in an online context is incredi-
bly hard. It’s so much easier to run these games. I do a lot of these games in my
game theory course that I teach on campus, and the student participation and en-
gagement there is of a very different nature. It might be just if y ou’re online in a
108 Game On!
context like this, maybe the students are more inclined just to take the mindset of
being a passive observer. T
hese games are intended to make each of them an active
learner. But, I mean, that’s true of lectures on campus in general also, that it’s always
a constant struggle to convince the students that if I’m talking you’re not learning . . .
that they have to actively engage in order to learn. It’s possible in a class to do that,
but I d
on’t know how to do that in an online context.
BELL —
Did your efforts affect the institution in any way? Did anyone pick up on this?
What progression did you see? How did your efforts affect t hings?
ANDRES —I have no idea how to gauge that. The program loves the concepts and has
committed itself to making it better. I’m on the radar within the institution itself. We
have a Center for Teaching Excellence, and we have teaching fellows throughout the
university, and two teaching fellows have put me sort of in the public awareness.
One just recently said in a letter to the other teaching fellows, “If y ou’re ever looking
for ways to engage students, check out Greg Andres as everything he does is amaz-
ing.” I was also interviewed by US News & World Report and was featured in an arti-
cle on student engagement and gamification—WatPD loved it.
The Director of WatPD is tasked with bringing the courses [that WatPD provides]
to the broader student body. Right now, it’s just for co-op students, but they want to
make it like a diploma or like a stand-alone certificate. You would do your degree,
and then you would take these extra courses, and it would be on your transcript
that y ou’ve done this extra professional development aspect to your education.
BELL —If you could really enhance and promote gamification at Waterloo, what would
need to be done?
ANDRES —I suspect we would need money to do a study in the course. We have a lot
of data from thousands of students, but we h
aven’t yet r eally correlated how stu-
dent performance [in the course] is affected by how they did in the games. H ere’s
the ideal world: we would do a study and put some numbers b ehind it, then we
would use that, and I would work with the Center for Teaching Excellence at UW to
promote this kind of t hing within a course. I don’t think most professors at UW
might be convinced by just the anecdotes I present. Most would probably say,
“let’s see some real numbers. Can you definitively demonstrate, or at least show,
that active learning in this way contributes to student success?” And that’s a huge
proje ct.
BELL —Have you taken this out yourself? Maybe presented at any other conferences or
taken it on the road to other institutions?
ANDRES —No, I haven’t. I’ve been sidetracked by other projects and other ideas.
Ethical Decision Making 109
played the games. One woman this past fall told me, “I didn’t think that Ethical
Decision Making would make me feel that bad.” So the students that have cared to
comment have quite enjoyed the games.
BELL —A re you still a gamer? Do you play games? I seem to remember that you were
more of a fitness fanatic—biking, r unning?
ANDRES —Ironman in 2014.
BELL —[Worst follow-up interview question ever] You saw Iron Man?
ANDRES —No, I did one [the triathalon] in Quebec. That’s where I injured myself—on a
bit of a break right now.
BELL —That’s g
reat. Thanks so much for your time.
CHAPTER SIX
Having taught his regular philosophy class (PHIL 100) between 2007 and
2010 in a standard format, he wondered if his new technical skills would al-
low him to develop a gamified course inspired by his own gaming interests.
The specific idea came from a web comic titled Dungeons and Discourse, which
grounded discussions on philosophy in scenarios based on the role-playing
game Dungeons & Dragons. Dungeons & Dragons was developed in 1974 by
Gary Gygax and Dave Arneson and is explained to neophytes on the official
homepage: “The core of Dungeons & Dragons is storytelling. You and your friends
may tell a story together, guiding your heroes through quests for treasure,
battles with deadly foes, daring rescues, courtly intrigue and much more. You
can also explore the many worlds of Dungeons & Dragons through any of the
hundreds of novels written by t oday’s hottest fantasy authors, as well as en-
gaging board games and immersive video games. All of these stories are part of
Dungeons & Dragons.”
The Dungeons and Discourse comic produced by Aaron Diaz, an Oregon-
based Internet cartoonist also known as Dresden Codak, fueled Petruzella’s
interest in experimenting and attempting to tie his academic and social/
gaming worlds together. His gamified three-credit course PHIL 100: A First
Course in Philosophy (Dungeons and Discourse) ran in MCLA’s spring terms
2012 and 2013. The first time the course ran (with 15 students) no one was
informed that it was to be gamified prior to the class. By the time the course
started its second run, the campus was aware that the instructor was experi-
menting with gamification, and 20 students enrolled.
rectly tied to his efforts to engage and encourage students from disadvantaged
backgrounds. MCLA, according to its own literature, strives to promote excel-
lence in learning and teaching, innovative scholarship, intellectual creativity,
public service, applied knowledge, and active and responsible citizenship. The
school, in its own words, “prepares graduates to be practical problem-solvers
and engaged, resilient global citizens” (MCLA 2013). The environment at
MCLA seemed comfortable with creative instruction and supportive of in-
structors such as Petruzella.
Petruzella revealed his interest in the realm of student engagement and his
notion of gaming’s potential to reduce the separation between study and play.
“I think, across the board . . . it’s unfortunate but true, that there are a lot of
students, whatever their backgrounds, coming out of high schools where
there is not a lot of playfulness associated with education.” His focus on the
introductory-level course captures his interest in pulling students from what
he sees as K-12 thinking to practical problem-solving, producing the engaged,
resilient global citizens that are referenced in the MCLA values. “I see a gami-
fied intro course as the opportunity for a freshman to break some of those
habits or expectations that students may be coming in with, that might nega-
tively influence their attitudes towards education—their own perception of
how to go about being in class, being a learner.”
Elements of Gamification
Personalization
some of the students. As Ross Betti, a student from Petruzella’s first gamified
class, describes it: “The competition for me was pretty important. If we had
the opportunity to have competition—I like a good, healthy competition—it
helps me excel in courses. If someone next to me has a better character than
me, I’m going to redo that assignment. I wanted my character to be the best—I
was like, ‘I’m going to have the coolest tricked-out wizard in Logos.’ ”
The Quest
The metaphor for learning in the Dungeons and Discourse class is a journey,
or quest, through realms where philosophical concepts are presented and ex-
plored. Five realms in total represent six theories of thought. Students spend
approximately three weeks in each realm discovering scrolls left by former
Dungeons and Discourse 115
travelers that they have to analyze and be ready to discuss in the face-to-
face class meetings. Petruzella developed the scrolls using open educational
resources, some from the Creative Commons (a peer-reviewed repository of
resources) and others from the University of Adelaide collection of classic
texts. These scrolls replace a textbook, a change that has the benefits of reduc-
ing costs for the typical MCLA student and allowing Petruzella to add supple-
mental content when he discovers it through his ongoing research. Nate
Stanley, another student from Petruzella’s class, reflected on the decision to
move away from textbooks:
If there’s no book you actually have to listen, you have to pay attention. I’m one of
those students where the day before an exam I can write all the notes from the text
and I can ace the exam, but does that mean you learn anything? It means that you
have the ability to remember a few words and regurgitate them. I think that by tak-
ing textbooks out of the equation and putting people into unfamiliar situations; I
think that is g
oing to make them succeed much more than they would just in a
normal classroom environment.
The scrolls and information lead to quizzes with short answers, correlat-
ing to concrete skills and outcomes that ultimately map to learning outcomes
in the traditional versions of the class. Given that Petruzella has had no formal
technical training and lacks technical support from MCLA beyond his own
capabilities, a map simplistically illustrates the realms without any technical or
tangible ability for the participants to track progress through the land.
Although the class was designed to be potentially run fully online, in early
iterations Petruzella has hosted face-to-face sessions to discuss progress and
offer what he calls the “marketplace.” On each student’s personal page in
Canvas, three gold coins are subtracted e very day during the term, account-
ing for living costs and equipment maintenance. Through evidence of learn-
ing and thoughtful discussion in the marketplace sessions, students are
awarded additional gold coins to augment their supply. Petruzella developed
the participation-incentive system in a gamified format. The merchant (Pe-
truzella) purchases good questions, and students have to barter to replenish
gold that “expires” as the class proceeds. Petruzella adopted this approach
with the goal of encouraging class-w ide inclusion. One of his students, Nate
Stanley, describes the format: “Every week, we met two to three times. We
116 Game On!
called each class the marketplace, and we’d have readings called scrolls that
were by Socrates and the other philosophers and we had to decipher what
they were trying to say and put it into our own words. When we’d go to the
marketplace, the teacher would bring up these questions and when we an-
swered them correctly, he’d say, ‘I would buy that.’ Which means y
ou’re get-
ting through participation, y
ou’re earning gold.”
A second student, Ross Betti, compared the experience to participation in
other classes, noting that all individuals felt compelled to participate to con-
tinue in the game. “The key was to keep participating in class, which kept
everybody involved, which is more than a lot of classes do where there are
three or four people who talk all the time and there are a lot of students who
don’t.” He elaborates: “If the (student) question was the right question and it
was something that would strike up a discussion not only between you and
the teacher but also among the students . . . you would earn gold that way,
not only by giving the answers but also answering to other students, and it
just makes the whole thing essentially a bazaar. You get everybody trading
ideas, trading theories, and it made it a very productive environment.”
When reflecting on the experience of delivering his gamified course, Pe-
truzella describes a recent conversation at the faculty center where class
participation of all students was discussed as a concern in traditional (non-
gamified) courses. The conversation made him reflect further on w
hether his
gamified approach might promote greater engagement than a traditional
course.
He explains:
Faculty are concerned about making participation the sort of thing that’s available
to all students on a fair basis. The topic was implicit around recognized bias in how
you interact with students and w
hether that’s in terms of gender—privilege male
students in certain ways—or students of color or whatever . . . “How do I carry on a
classroom discussion in ways that are fair towards all participants?” when students
are not coming with the default, “Yes, I’m g
oing to speak up and I have something
to say very confidently.” So what are the ways, the techniques for pulling t hose folk
in and giving them a space and an opportunity and mechanism for participation?
Although not a key driver of Petruzella’s work, the possibility that gamify-
ing a course might democratize participation, thus compelling all students to
participate irrespective of an instructor’s conscious or subliminal prejudices,
could be a valuable outcome of his approach.
Dungeons and Discourse 117
Collaboration
As a class we rated higher than average for participation . . . I think it (the teamwork)
forced p
eople to get together more—my team got together to discuss things as we
needed to. As far as people being apprehensive about asking questions, I think it
became much easier as the semester went on and you had to work more and more
with each other. When other people weren’t sure what the answer was, that forces
more people to talk about it. Being a game, it feels like it’s not a classroom so you
don’t feel boxed in pressure thinking. It builds critical thinking; it builds creative skills.
Figure 16. The m
other ship from Phoenix, an early video game boss.
Boss Battles
class the second time in 2013, Petruzella ran in-person extensions to the boss
fights with former students returning to argue philosophy in character as
the “wise, old, hoary boss.” As he affectionately reminisced, costumes were
worn, and, even more encouragingly, the former students demonstrated re-
tention of knowledge and philosophical arguments they had studied the year
before.
Boss b
attles were referenced by developers and interested faculty at insti-
tutions in prior chapters, but at most institutions, no one had found a means
of developing anything to approximate the principle. In this respect, despite
the lack of any funding and minimal technical support, Petruzella is ad-
vanced in his implementation of this element at MCLA. In the b
attles with
the boss figure, students w
ere organized in teams with assigned roles given
by the instructor to each team member. Each group was given a specific task.
One group analyzed the writing, identifying fallacies (factual and philosoph-
ical inaccuracies), while the other group worked on presentation (a rebuttal
to be presented to the w
hole class). The groups shared their work using the
collaborate tool in Canvas. A student describes his experience of the boss
battle, his enthusiasm apparent:
For the exams, each realm had a boss—he’s the king, he’s the mayor, whatever you
want to call it. And with the first one, the first city which was Logos, he had argu-
ments about using logic and using research and t hings like that—you had to debunk
his arguments b
ecause they saw us as threats, essentially trying to overthrow the nice
little cozy pad that he had established for himself. So he’s trying to say all these lies
from history and everything else and we had to go back in time essentially through
research, and say, no this isn’t what caused this, this caused this. So we ended up lib-
erating the p
eople of Logos and they were able to go about their lives.
Outcomes
Given the particular subject area that I’m doing, philosophy, there’s only so
far you can go with auto-graded sort of assessments. You’re talking about
philosophical discussion and dialog, so the 800-lb. gorilla in the room is scal-
ing assessment.”
He had considered peer grading, stopping short of what he calls the “xMOOC
idea,” where “I create this packaged t hing and then just put it out t here and let
everyone just run through it.” He continued, “You know, when I look at these
MOOCs and I see, ‘Hey let’s all 3,000 of us go to this Google Plus hangout on
Thursday night and . . .’ Yeah, right.” He f avors more efficient or sophisticated
models that could make use of social features in a similar way that Reddit—
the self-declared “Front Page of the Internet”—does. Reddit incorporates peer
voting and a complex algorithm to encourage participant engagement, weight-
ing new and interesting posts or articles more heavily while letting older
posts wane or fade. In a similar manner, Petruzella envisioned students’ gold
piles fading without their engagement. As he explains: “I’m thinking p
eople
surely have gotten further along [than simple peer assessment]—thinking of
things like Reddit where t here’s this really robust—you know, vote up, vote
down, and it’s not totally random, not just the Wisdom of the Crowds—the
notion of, somehow, a privileged user or privileged commenter who has
some sort of credentialing with extra weighting.”
Students’ candid, quite critical but supportive, commentary identified two
key areas for improvement. The first emphasized the need for the instructor
in a totally manual course to keep up with basic features such as the gold
awards. Students described the instructor’s failure to keep us as demoralizing,
in part because at course launch the system had seemed to hold such promise.
Betti again comments: “At the end of the course, if you looked at my gold, I was
negative 50-something gold, and it w
asn’t because I wasn’t asking questions.
I’m an active participant in class. But it’s because questions weren’t being re-
corded or the value of our questions w
asn’t being recorded or not put in the
program. I think it demanded a lot of Petruzella as a professor to keep up
with the game.”
He reiterated this minimum requirement as the first target for the instruc-
tor to improve in subsequent class launches. “The gold has to be better—he
doesn’t have to do the character profile pages, but the gold, he has to record
that and get that in the system. You c an’t do your assignments if you d
on’t
have your gold and if y
ou’re trying r eally hard next class to ask questions and
that doesn’t get recognized.”
Dungeons and Discourse 121
The biggest thing would be the visual, the cinematics. If I were to boil down any
core—there’d need to be a log-in basis and you’d have to spend some time
logged in or you’d lose points or something. T
here’d need to be some structured
communication—you could even use Skype. For gaming online, I use TeamSpeak
where you can have 80 people on a server talking. Just for now, I don’t see visuals
being used effectively. You can use other game-development tools like the SDK
gaming program at home . . . I’ve seen a lot of great games come out of develop-
ment kits like that. It’s literally just walking down a corridor, and you can take [a]
left, turn right.”
does not let that uncertainty dissuade him from reflecting on another out-
come (or possible anomaly) that he intends to continue to observe in f uture
iterations:
Looking at some of the numbers, it looks like there is a slightly higher percentage of
students who ended up declaring philosophy majors, who took the (gamified) Dun-
geons and Discourse version when compared with a couple of years ago when I
taught it as a standard. Because it’s a PHL 100 course we get a wide range of majors
taking it, and, because it’s a freshman-level course, we also get a fair number of first-
semester freshmen and, in this case, second-semester freshmen who may or may
not have declared a major at this stage.
As noted in the case study of the gamified course at UW, while competi-
tion and meritocratic reward may be a valuable tool, gamification seems to
have the potential to encourage students who are not near the top of the class
in terms of traditional achievement. Betti suggests this benefit, stating:
helps all students. I’m a straight A student anyway, but I know a couple of guys in the
class . . . I mean—everybody’s smarter at something than someone . . . And it allows
people to relate to each other b
ecause, you know—this guy’s r eally smart, but if he’s
stuck on this, maybe we can figure it out. So, there’s involuntary teamwork there . . .
there is g
oing to be some part of it that’s going to advance somebody.
I’m thinking I would like to add badges. I would have some that are sort of seren-
dipitous, you know, the idea of someone happens across a hidden component or
someone follows a path further than expected or further than required and discov-
ers some sort of bonus. So I’d have the badge for the going-above-and-beyond kind
of phenomenon, but I’d also want some sort of core badges available just for most
students who just got through and accomplish the quests as explained, as pre-
sented, rather than necessarily g
oing off on their own.
In a follow-up conversation I discussed how far Petruzella had got with his gamification
interests in the two years since we last compared notes.
BELL —Since we talked around 2013–2014, where are you at? Where did you get to?
PETRUZELL A —Since that point, I’m in the situation where I’m full-time d
oing this aca-
demic tech thing and teaching one course over that in a rotation. I’ve taught the
Dungeons and Discourse course one time since then. In spring 2015 I ran it again,
and I [am] on the books to teach it again in fall [2016]. So it’s quite firmly established
in the college catalog now. The course this coming term is part of our college’s first-
year college experience.
BELL —Did you modify it at all?
PETRUZELL A —Yes, but I didn’t mix modifications. Some were merely structural, respond-
ing to the platform [Canvas] developments as they introduced new features over
time. I also made a conscientious decision to develop the character of Del the Oracle.
I had a placeholder when we last talked—another persona representing another per-
son, another voice beyond my own for students to interact with. So I actually gave
that role to my TA, to represent Del the Oracle as another point of access into the
game world. I remember that I did that this last time I taught, so that was an addi-
tion—an expansion of the game world, another non-player character, as it w
ere.
Another piece that I added in was when Canvas rolled out a plug-in for easy
badges, so I started to assimilate some. It wasn’t systematically, just the occasional ‘you
get a badge for discovering an Easter egg’ or something like that. I d
idn’t roll out
badges as a systematic part of core piece of the game—just as an additional experi-
ence in the game play.
The third t hing I remember I developed was basically kind of a store. I had devel-
oped a method for students to acquire gold pieces through class discussions by com-
ing into the marketplace and earning gold pieces. And at that point, the first c ouple
of times around, there wasn’t any structure around use of the gold pieces. It was sort
of a bare placeholder, and you couldn’t do much with them. So what I ended up
doing was pretty straightforward. I threw up a Google form representing the store
with several options associated with certain numbers of gold pieces that students
could choose to cash in by submitting a request through the form. So that was some-
thing I wanted to try out . . . low-level, if you had five gold pieces you could cash
them in for a twelve-hour extension on a particular deliverable—things like that.
BELL —So more academic constructs rather than game elements?
126 Game On!
PETRUZELL A —
It was a mixture. Some were explicit to the course environment, some
were more fun, like a free download of a song in the course. There were probably
about 10 different options representing difficulty and levels of challenge. The fourth
change that I made was again not really within the game play but more the struc-
ture of the course itself, and I did contract grading with students that semester. At
the beginning of the term I offered them three different paths, essentially, and they
selected what kind of effort, what kinds of t hings they wanted to do, and what sort
of final academic grade that would get you for the successful completion of this
path versus [another path]. So they chose one at the beginning, and just about a
third to half of the way through the class, around midterms, we revisited it, and I
said, “OK, think back as to what you selected at the beginning. We are about half-
way through what we need to do, half our time together. Does that still feel accu-
rate to you? Is this still the path you want to choose? Do you want to change it?” So
I gave them a midpoint opportunity to renegotiate the path they had created.
Those are the four things I remember doing differently this past time round.
BELL —Back to Del the Oracle—was that a typical GA/TA mentor sort of role? W
ere they
guiding or w
ere they cheerleading?
PETRUZELL A —A little of this and a little bit of that. Certainly, the core responsibility of
the TA was student support. In the character of Del, the access point was in a course
discussion. It was a dedicated discussion area where students could ask for help on
anything over the course of the semester that they w
ere encountering, w
hether it
was a difficult scroll or a challenging quest or whatever it was, and the TA (as the
character of Del), would respond in this typical cryptic oracle/oracular kind of way.
So their persona in this response was intentionally mysterious and was intentionally
not in the business of giving a direct answer. It was my intention, in explaining the
role, the TA was to be helpful but not to give direct answers, but to hint, to direct,
to nudge in a direction, to encourage the student to reach out to another resource
that would be helpful in finding the answer. So that was the model of the oracle,
and it helped that the TA for that particular semester was very familiar [with] classi-
cal models of oracles so almost immediately got what I was a fter with that.
BELL —
These sound like g
reat enhancements. So what did you learn? What worked?
What changed with these enhancements?
PETRUZELL A —
I would say one thing I immediately learned, one strong lesson I took
away, is that building [the game] in itself does not make them come. Mentioning
Del the Oracle as an example, I had to mention Del the Oracle almost on a weekly
basis to remind students that Del was available and a good resource. And this is just
a particular example of a more general observation, I suppose—you can mention to
Dungeons and Discourse 127
students as many resources as you like, but mentioning them is rarely enough. You
need to, I needed to, prioritize them myself through constant reference to encour-
age the students to internalize that importance. So that was sort of a process lesson
for me. I’m not sure, but I think the contract grading was useful to students, but
that’s just based on my own observation. Looking back, I know that relatively few
students, a small handful of students, chose the midterm semester opportunity to
change or to revise their contract.
In most of t hose cases students chose to revise upward. Some students who had
chosen the C [grade] path chose to upgrade and said, ‘I’m ready to tackle the more
challenging path and go for the B.’ So that was encouraging—but the majority of
the students stayed with what they initially chose. I’m not sure how to interpret that
or what that means.
BELL —
When we first spoke you had sensed, rather than quantified, a slight upwards
movement in student grading and engagement, and you had reflected that a greater
proportion of students had declared philosophy as a major. Did those patterns per-
sist, and did you see a net effect of your efforts?
PETRUZELL A —I did get a little bit more insight into more quantifiable elements of the
project. One of the improvements in the platform was the development of an ana-
lytics dashboard at the course level for the faculty. Through that I could see engage-
ment over time, aggregated over the course, and generally I saw strong patterns of
engagement. I’m d
oing a side-by-side analysis of the gamified course versus the
traditional. I would say that those initial observations did persist, and now I’m getting
more numbers to back that up. But we’re still talking really small sample sizes. This
past term we had around 20 students, so again small numbers but clearly more
engagement.
BELL —One other t hing that stood out was your extension of your work to a more gen-
eral discussion around unconscious bias. I recall you had fostered discussions at fac-
ulty senate or curriculum committee around equity and removal of bias and that this
had resonated with faculty. Did your work in this area gain any further traction?
PETRUZELL A —Directly, not so much. I haven’t, for example, convinced the philosophy
department to convert a bunch of their courses to incorporate gamified elements or
anything like that. That would be pretty spiffy if that happened—but it didn’t. What
has happened is that I have incorporated a lot of the lessons I have learned, the in-
sights I have gained, into my work in academic technology. Just in general I work
with faculty a lot one-on-one in terms of course development and design, and I
make sure as part of those conversations I bring up and suggest some of these con-
siderations that have been meaningful in my experience. When faculty are working
128 Game On!
with me to develop a course, whether it’s hybrid, online, or face-to-face, I may out-
line and say, “Well, this is a very interesting discussion topic.” I try to appeal to fac-
ulty’s own experience with this b
ecause t here are a w
hole lot of access points, “So
you know there is always this risk of discussions being dominated by some very
strong voices, so h
ere we are developing this discussion in a new medium for you so
let’s think about it. Are there tools available to us that could offset some of that risk?
Have you thought about defining specific discussion roles?” By way of example, a
lot of people will create a discussion and expect everyone to give the same type of
response, be it analysis or reaction. So instead of that, what if you tap certain types
of p
eople and say, “Your role in this discussion is to play a devil’s advocate so your
responses should be geared that way.” Then you create other subsets whereas your
role in this discussion is, say, a researcher, so your only role is finding further links to
support the reactions that people give. So something like differentiating roles in a
discussion. This is not directly coming out of the Dungeons and Discourse experi-
ence, but it is very much resting on the same principles and the observations that
have been formed to what I do. So that’s connected to my part of work d
oing the
instructional design stuff.
I probably mentioned when last we spoke that t here was another faculty member
in the philosophy department who was interested in including some gamified ele
ments in his course. He teaches a logic and critical thinking course pretty regularly.
He w
asn’t interested in doing a top-to-bottom restructuring as I did, but he wanted
to include what he called ‘Gladiator Logic’ games as a unit (at least within the broader
context of his traditional course structure). He’s not necessarily thinking about gamifi-
cation as pedagogy. He’s using this as a general engagement type of choice, but it is
something that has latched on a certain bit. His practice has at least been encouraged
by what I’ve been doing. It’s a sort of a team completion sort of model. He teaches
this face-to-face in a kind of Jeopardy-style, time-restricted sort of competition.
In terms of other paths of influence, my course has been designated a first-year
experience course. Mine w
ill be the gamified one, so students w
ill be exposed to
this early in their experience here. Our digital librarian is interested in developing
virtual campus tours, etc., so she tends to be quite involved in the first-year experi-
ence also. She’s another promising person on campus that is interested in a sort of
augmented reality tour with QR codes around campus—that kind of t hing.
BELL —
What would take it to the next level at your campus? What’s needed in your
opinion?
PETRUZELL A —I d
on’t think politics is one of our bigger issues. I would say our culture
here is pretty receptive in terms of trying things like this out. The biggest issue that
Dungeons and Discourse 129
I could identify right now is lack of support resources (insofar as gamification is not
tied necessarily to technology), as a lot of the most evident and accessible points of
access do tend to be related to technology, and right now our Center for Academic
Technology is me—I’m it. I had a half-time colleague who retired this past semester,
so right now any and all faculty who have any sort interest in learning something
new (be it developing a project, doing instructional design, d
oing course redesign,
learning how to teach online, troubleshooting issues with LMS or e-portfolios) that’s
all on one person at the institution at the moment. So it’s a bottleneck, is r eally what
it is. I w
ill be out connecting with other p
eople in academic now at conferences and
places and I always think, “Ahh, you have six people in your office—how nice that
must be.”
BELL —W hat about the changing demographics, etc.? Other higher ed challenges? Do
you have any other reflections? Is it worth the effort?
PETRUZELL A —I still think that it’s valuable, and I think it’s a good pedagogical path. I do
still think that. I think that in the intervening time I have noticed some more of these
issues getting a bit more mainstream in the educational conversations. So that’s in
teresting because some of the ideas that may have been new-seeming several cycles
ago have been a bit more taken for granted, a bit more taken as common wisdom in
certain circles, and I think that recognizing the value of play and the value of allow-
ing students the space to fail without penalty—those are a couple of the particular,
general ideas that have gained more traction over the intervening time. And since
those are core to a lot of what I was thinking and have been trying to do with this—
that’s encouraging to me. That makes me think, “Alright, so these things are start-
ing to be recognized as useful and valuable. They are starting to have proven their
merit a bit more in practice.” So maybe initially it was an exciting idea that seemed
like it would work, but now it seems like people have been trying it for a while now,
and it seems to have worked. So t here’s that reinforcement cycle, I think, g
oing on
broadly. I do think that institutions, including my own, are starting to get a bit more
serious about strategizing to reach out to expand the population we are trying to
reach. We have seen some of the hype cycles reach their conclusion around things
like MOOCs and whatnot, but coming out of the other side of that we still do have
a core of things that we want to commit to.
We definitely want to commit with outreach to disadvantaged students—that’s
always been a part of the mission of certainly what my institution is d
oing. W
e’re
starting to get a lot more technically literate staff and faculty as we start to hire new
people. We’re seeing that shift happen, where I’m finding I need to make the case
less. Newer faculty coming in are like “Yeah, of course” rather than “Oh, what is
130 Game On!
this?” So to cycle back to your question—yes, I’m still committed to pursuing gami-
fication as a method that does, I think, at least two r eally important things.
One is to provide new and/or disadvantaged students an opportunity to learn
from mistakes or failures or not quite coming in with all the tools. Gamification does
that, and that’s been shown to be really a critical piece of what we’re after. I think
also t here’s that element of games as presenting the experience of higher ed as an
experience that students come to want for its own sake. And that’s always a con-
stant worry in conversations that I have and that I hear. The worry, the commodifi-
cation of higher ed—that students look at it as an experience that’s just as a means
to an end, whereas having a gameful kind of experience challenges that. You d
on’t
play a game just for the sake of having a high-paying job at the other side of it. The
game experience is its own reward in that way, so insofar as we can present learning
to students in a way that is intrinsically enjoyable, I think that’s a second really impor
tant advantage to pursuing gamification.
BELL —Do you still play games?
PETRUZELL A —I do, yes indeed. Certainly less than I would like given pesky things like
work get in the way. I still play board games and online. I have to say it’s been a bit
since I’ve logged into Steam. T
here’s a really cool tabletop game that I just backed
on Kickstarter based on a book that I really loved. So I’m still in it a little bit. I still try
to practice what I preach.
CHAPTER SEVEN
Figure 17. Screenshot from the Penn State Threat of Terrorism and Crime SRA 211 course.
© Fred Aebli, Penn State University; used with permission.
of Crime and Terrorism (figure 17). The university website describes this
minor as “intended to familiarize students with the general framework and
multidisciplinary theories that define security and related risk analysis . . .
providing a grounding in analysis and modeling used in information search,
visualization and creative problem solving.”
Students typically take SRA 211, Aebli’s course, as rising sophomores, and
it is offered once a year in the spring as a resident course. It was initially de-
veloped and delivered in Penn State’s Angel learning management system
(LMS) but was ported, as w
ere all institutional courses, to Instructure’s Can-
vas platform when the university transitioned in 2015. The program target
demographic, and indeed the student body generally at Penn State, consists
of technology-comfortable students of traditional college age with some
nontraditional and active-duty US military personnel and veterans alongside
them. Most of the students are familiar with video game play, but t here has
also been a developing vibe around more traditional board games. Aebli
himself recognizes this and serves as an advisor to both the IST Club and to
the League of Extraordinary Gamers Club (LEG). This latter LEG group has
had recent near-exponential growth. Aebli oversees rooms filled with young
Threat of Crime and Terrorism 135
people engaging directly with many different types of board games, eschew-
ing, at least for a short period, cell phones and related technologies.
Aebli’s first attempt to gamify SRA 211 was driven by his desire to create a
more engaging experience in and out of the classroom. Thinking back to his
time in the marines, he reflected, “Turning anything into a game automati-
cally makes it more engaging . . . You definitely see it in the military. You see
engagement go up when you train Marines in realistic scenarios, so I thought,
why wouldn’t it work for my students? Why should they have to learn solely
from listening to lectures and reading textbooks?”
Aebli’s version 1.0 of this project was developed as a role-play game that
represented the structure and format of the G8’s counterterrorism working
group. The G8 (at time of the course actually the G7) is a governmental po
litical forum that has evolved from an initial group of six member states
(France, Germany, Italy, Japan, the United Kingdom, and the United States)
in 1975 who got together to debate and formulate mutually beneficial local
and international policies. The G6 became the G7 in 1976, when Canada
joined; Russia also signed up in 1997, making it the G8. When Russia was sus-
pended in 2014 on the basis of their annexation of Crimea and intimidating
behavior toward Ukraine, everyone arrived back at G7. Doubtless that w ill
change again soon, but let’s leave it at that for now.
Within the G8 t here are many subgroups, and one of them, the Roma-
Lyons group, established in 2001 under Italian presidency (countries rotate
and switch the leadership role), looks at strategies around terrorism and trans-
national crime. Roma-Lyons meets three times a year when members debate
and develop prevention and mitigation strategies. Roma-Lyons members are
drawn from the member countries and are typically foreign or interior minis-
try representatives of their respective nations. The group, in simplistic terms,
develops a shared approach, recommendations, and best practices for the
safeguarding of public security. The results of this subgroup’s work are passed
on to the G8 group’s interior and justice ministers at their annual meeting,
where they are reviewed and, in many cases, adopted as national policy for
the constituent member countries.
Aebli’s idea for the central project for his fledgling SRA 211 course was to
base the class format on the workings of the G8 Roma-Lyons Group. He as-
signed groups of students to specific countries whose national security agen-
cies w
ere to be analyzed and reported on to the class. The team assigned to
Great Britain had to analyze and review MI5’s organization, policies, and
136 Game On!
practices, while the team given Canada had to do likewise with the Canadian
Royal Mounted Police (the Mounties). With class sizes between 15 and 24
students, the average team size was small—only three to four students. At
the start of the project the Roma-Lyons players had to elect a country to chair
the group (or to serve as president) per standard G8 protocol. The members
of the chair country w
ere tasked with r unning the classroom meeting as an
assembly, organizing the other members, and overseeing the production of
critiques of their countries’ security agencies. T
hese reports, titled Bottom
Line Up Fronts (BLUFs), are a format common in US military writing, follow-
ing a protocol where conclusions and recommendations are laid out at the
beginning of the text, with the goal being to expedite decision making. One
member of each team, rising from desks with their country name displayed,
reported on their team’s BLUF to the w
hole class. The BLUF content was made
more authentic and vital through intelligence reports, provided by Aebli via
a password-protected folder in the Angel LMS. The students w
ere given one
week to collaborate in their teams and prepare their analyses.
During larger group meetings, students w
ere encouraged to ask questions
of one another while the instructor, representing the United States, would
“inject thoughts or questions in the event [he] d
idn’t see them making the
progress that [he] expected at that point in time.” The project culminated in
a final project presentation developed collectively as a full 24-member report
with each country assigned different aspects of national security and/or po
litical nuance to report out on. One group led the discussion on financing of
terrorism, another on weapons procurement, and a further team on logistics
and risks. Final presentations w
ere public, and Aebli typically invited guests. He
encouraged the students to dress in professional, business attire, and so, with
an extra sense of gravitas and one final dose of authenticity, they presented
in a large auditorium on campus.
Aebli felt that this version (1.0) of his immersive SRA 211 class, the Roma-
Lyons G8 format, was effective. But he was concerned that too many students
were disengaged; as he put it, “there was a lot of coat-tailing g
oing on.” He
realized that the small team sizes did not generate much in the way of team
competition or group dynamic. He also had a hankering to go beyond au
thentic role-playing to more recognizable gamification, leveraging his imagi-
nation and perhaps recalling his engagement with adventure narrative and
the value of creativity as a motivator. Besides, the original format was not
producing significant results in terms of student grades. He hypothesized
Threat of Crime and Terrorism 137
The Game
For version 2.0, working with limited support staff at the terrorism center,
Aebli revised his central project for the SRA 211 course. In the new version,
students are assigned to project teams, known as “FBI Fly Teams,” tasked with
responding as counterterrorism units to intelligence about attack threats. Fly
Teams r eally are “a t hing, defined on the FBI website as: small, highly trained
cadres of counterterrorism investigators—including special agents and intel-
ligence analysts—based at FBI Headquarters who stand ready to deploy any-
where in the world on a moment’s notice.”
A Fly Team’s mission (also from the FBI site) is ”To bring the FBI’s strategic
and tactical counterterrorism capabilities to bear in partnership with other
U.S. government agencies and foreign partner-nation entities in critical over-
seas locations to detect, penetrate and disrupt terrorist networks.” To be enlisted
onto a Fly Team, along with multilingualism, advanced medical training, and
weapons training members must have the following skills:
In recent years, FBI Fly Teams have been deployed to the Boston Marathon
bombing; the US consulate attack in Benghazi, Libya; the Westgate Mall attack
in Nairobi, K
enya; the World Cup bombing in Kampala, Uganda; and the Boko
Haram kidnapping of schoolgirls in Abuja, Nigeria.
Aebli described the SRA 211 Fly Team core competency as being able to
“analyze and critically assess a large volume of threat intelligence indicating
the formation of a possible terror plot at some location around the world.” The
ultimate goal is to fully “unearth the plot and make recommendations as to
how to neutralize the risk.” With this overview articulated, he set the stage
138 Game On!
for teams within the class to compete with one another to determine the ter-
ror plot and acquire points to improve their grades. In a manner similar to
that of the board game Clue, teams w
ere told that it was their goal to learn
all the terror plot details and then report out to the FBI director (Aebli) their
team’s analysis. The target for the students preparing the analysis was to in-
clude the terror event location, an estimate of when it would happen, and
the nature of the attack (what kind of kinds of weapon w
ere to be used and the
scale, including number of potential casualties, e tc.). The course/game was
structured over a 12-week period. At the beginning of the project, Aebli took
the solution, including all pertinent details, and, in front of the class, placed
it in a large manila envelope. This was sealed and secured in his office u
ntil
the last week of the project, to be opened after all the student teams had
given their solutions.
Each week the students w
ere assigned (a lot of) readings before they took a
weekly online quiz assessing their comprehension of key details and princi
ples of the investigation. The instructor recorded their individual scores and
then calculated an average team score. On completion of the quiz reviews,
the instructor published an “intelligence batch” made up of fictitious police
reports, e-mails, satellite images, and other intelligence artifacts (figure 18).
However, only the teams that scored higher than a predetermined average
quiz grade (or, as Aebli put it, cleared that level) got access to the intelligence
batch.
Teams that scored, on average, below the required level w
ere allowed to
keep taking the quiz u
ntil they got their scores up and could move on.
Clearly, though, prompt access to the intelligence reports allowed a group to
get ahead and get closer to the solution faster. The students reacted well to
this form of motivation. One commented, “Having the intel batches released
after the completion and average score of quizzes was an interesting way of
bringing the group together for another purpose rather than just chatting
about the project. It helped us all realize that relying on others to complete
their work was essential for the group to advance further in the project.”
Aebli experimented with other means of providing information by plac-
ing intelligence in a variety of campus locations—an aspect he would like to
develop in f uture iterations. Some of his course or project enhancement ideas
center on devising puzzles to unlock those locations. “I’ve also been trying to
do some geocaching. I want to actually plant items on the campus and have
[the students] find them. So what I want to do is create a video that would
contain a puzzle, and from the video it’ll generate a URL that w
ill take them
Threat of Crime and Terrorism 139
Figure 18. Sample intelligence batch from SRA 211. © Fred Aebli, 2015; used with
permission.
to a webpage, and they’ll be able to find a map. It’s basically just that next
level of engagement, outside of the classroom, and they seem r eally receptive
to that.”
Students who completed the course in prior sessions w
ere encouraged to
come back and act as Special Agents, often peppering the active Fly Team
members with misinformation, false leads, and information intended to de-
tract from their ability to focus on the actual solution. Aebli would actively
reach out to the most engaged students from prior course iterations and ask
them to act as his moles. Aebli comments: “We have a very small campus set-
ting, and within the degree program the students all kind of see each other,
and they are aware—these are all upperclassmen, and they’ll play this up.
They’ll literally walk up to a student and they’ll say, ‘Are you doing Aebli’s ter-
ror plot now? I’ll tell you the answer,’ and t hey’ll say the wrong thing, inten-
tionally giving misinformation, and they take it all very seriously. They’re
great guys and girls.”
Another Penn State student who was originally a business major, hearing
of the class and learning that it was available as a minor in security, enrolled
and served as another “plant,” as Aebli calls him. One of the pieces of intel in
140 Game On!
the course is a map with some Arabic writing on it. Penn State doesn’t offer
Arabic, so while many try to use Google, it is of great value for them to work
with a genuine Farsi speaker. Aebli’s plant, Johnny, is Middle Eastern and
works part-time in the Penn State cafeteria. When current students need to
have the map deciphered, they have to figure out who Johnny is in the cafe-
teria and approach him to request his help. Johnny gives Aebli feedback on
how the students are doing, providing a live element to the experience and
thus allowing Aebli to tailor the flow of information. On occasion when Aebli
was traveling off campus, he would require students to provide a “proof of
life” by taking a team selfie holding up the current day’s newspaper. In another
authentic twist, active student Fly Teams w
ere penalized when “agents” or the
instructor discovered intelligence artifacts left b
ehind in public spaces. T
hese
“security breaches” w
ere treated as grading penalties toward batch releases,
slowing team access to subsequent information. Reflecting on the class and
the intelligence batches, one student commented, “When the project started,
it took a while to start making sense of the intelligence batches. It w
asn’t
until the fourth batch of intel when our team started putting the pieces to-
gether. It made me like doing the readings, and I felt addicted at some points
reading the intel batches b
ecause it was so interesting. I really felt like we
were solving a major terror plot.”
Reflecting the importance of data visualization in modern crime and ter-
rorism study, designated groups of students as a subproject were tasked with
building a social network map to represent and then review data, looking for
threatening trends. The data representation/visualization team was tasked to
report out at the team meetings and would often lead work sessions, plugging
in other countries’ data and helping analyze the results. Of their own voli-
tion, students with a more technical background developed or found tools to
aggregate and collect data. Some used Google spreadsheets integrating a macro
that allowed them to color-code cells and then tracked color frequency, analyz-
ing trends in the data to help uncover the plot.
At the conclusion of the project period, each active team had to present
their plot analysis. If a team demonstrated that they had correctly uncovered
one or two elements of the plot, they were rewarded with points to be applied
elsewhere in the course, such as to a previously scored test or assignment. Teams
deciphering all components of the plot were given points that could be applied
to their final individual course grade. For the class session when the students
presented their plot analyses, pulling on his connections and his former
Threat of Crime and Terrorism 141
career, Aebli welcomed FBI agents, National Guard intelligence officers, local
law enforcement, and campus security officers to the class presentat ions.
Many came in uniform, adding an extra sense of authenticity to the proceed-
ings. Aebli’s military background combined with his access to the terrorism
center at Penn State presented him with access to real-world practitioners who
gave concrete and motivating feedback to the students. These professionals
provided, according to Aebli, “very supportive and constructive feedback on
how to present the information in a concise and meaningful way.”
Outcomes
course intelligence, based on their average quiz score, Aebli dropped documents
into these individual team spaces. His actual technical build was minor, as he
set up all of the LMS work himself with minimal instructional design team
support. The only more complex aspect, more of an enhancement than an
essential, was the development of a database that allowed him to amend
dates and time stamps throughout the course documentation. His original
documents featured static dates that required updating, without which they
would lose context and authenticity. He noted that he still needed to manu-
ally amend names of key figures, and related information, illustrating an
awkward aspect of the authenticity of the courses: a lot of those named in the
documents were living people whose roles changed over time or who, in some
cases, ceased being living p
eople. Aebli commented with a degree of sangfroid,
“I guess that’s something that somebody’s proud of somewhere. It means
we’re marching forward on this, but I now have to think about who are these
actors going to be now and, subsequently, changing the names or finding
new names.” The increased automation of updates along with, he explained,
finding better ways of automating the leveling up, quiz averaging, and intel-
ligence batch releases in future versions are Aebli’s priorities for platform
development.
In terms of more ambitious enhancements, he remains interested in devel-
oping a new digital dimension and has been considering the Analyst’s Note-
book software (the class currently uses MS Visio) to assist in the tracking and
analysis of social networks. This critical aspect of terrorist plot discovery,
tracking what is often called “chatter,” can provide intimations of impending
action. On an even longer and more ambitious timeline he can see the proj
ect’s potential as a multiplayer video game and has discussed this possibility
with the student-led gaming commons group at Penn State.
Reflections
Aebli felt that in his most recent run of the class he “gave away too much” in
terms of points and their impact on grades. At Penn State, in a recent session
with the chief academic officer, the topic of grade inflation was discussed. The
discussion was wide-ranging, general, and generic (not targeted at Aebli or his
class), yet he felt that “[he] had contributed to that trend.” Aebli elaborated:
I think it’s where I placed the points. So what ended up happening—there was a
team this last time—they were the first team ever who got all three—the who, the
Threat of Crime and Terrorism 143
what and the where. It was funny. The week was during what we call “Threat Week,”
and at 5 a.m. on Monday of Threat Week you were allowed to submit your assessment.
They got up at 5:00 a.m. and submitted it with the timestamp at 5:01 a.m. They
were clearly overachievers, and a m
istake I made with this—I’ve been d
oing team-
work a lot, but I assigned the teams, and, specifically with this particular team, I
didn’t evenly distribute my seniors (and they were great students). I just got an e-
mail from one of the team who interviewed with Booz Allen, and at interview they
discussed the terror project, and I was like, “Wow, that’s cool.” So this team was
really good at analyzing, reading, and assessing, and they were really competitive.
These w
ere the seniors; this is the team that just got it. The sophomores w
ere still
like “Hey, w
e’re in college?” Then t here w
ere two other teams where one team got
two out of the three correct, so they got extra points on an exam, and the other
team just got one right, so they just got extra points on a lab grade average. But the
winning team, that correctly assessed the threat, they got extra points added on to
their final grade. I think it was five points, which is a lot. That was the winning team.
The other teams d
idn’t get so much of a boost. So I think if I w
ere to do it differently,
I would back off the total points I was awarding and redistribute it a little bit differently
over the exams and the quiz.
Aebli frames his work in a bigger and more significant metaphor. He likes
to explain to the students and their parents that college life and education
generally are not only about memorizing and regurgitating facts. He tells
the students that the biggest advantage of their college life is the opportu-
nity they are given to make better versions of themselves: more articulate,
informed, effective, and discerning critical thinkers who question and
really ponder the world around them and their place in it. He tells them
that they can only do this if they really engage with their classes, their in-
structors, their classmates, and the materials they are given to review. When
he speaks to parents at new student orientation he shares with them this
observation, further illustrating his point by indulging his Disney fandom.
As he puts it:
When you go to Walt Disney World, you get engaged with an experience. If you
were to go to another amusement park that has a roller coaster (well, Disney World
has a roller coaster)—but when you go to another park, it’s just a ride. At Disney it is
an experience. I think when you go and you get engaged in an experience, it starts
to elevate and it takes on another layer or level of significance. It starts to be the
experience that w
ill stay with you, not the r ide that lasts a minute or two.
144 Game On!
This is what he hopes for not only with his class but also with the w
hole
student experience at Penn State: making it an experience and motivating
the students intrinsically so that they research and learn beyond the mini-
mal class requirements. His goal is to produce students who, a fter the class
is done, w
ill keep reading and listening to the news with a critical ear,
students who w
ill keep discussing the issues with friends, colleagues, and
family members, getting beyond infotainment and into the substance. His
biggest reward in delivering the class is seeing students focused in the class-
room, especially certain students who have r eally engaged with the materi-
als, who go on to widen their world, listening to podcasts and paying more
attention to the news. He values the heightening of intrinsic motivation,
where they are not studying to pass a test anymore but b
ecause “it’s cool to
know about stuff.” He reflects further, “Maybe it’s a sense of awakening—
they start to realize what they are passionate about, and then they go that
route.”
Aebli’s own personal motivators clearly go beyond the target of simply get-
ting students to earn a decent grade and complete his course with an above-
average GPA. His personal incentive is grounded in a belief that while his
subject matter is of great value, the life skills that students take away may be
even more important. His students may not become international terrorism
experts in the same way that he did not (yet) become an astronaut. He wants
his students to do well in the class to help them to become better citizens. He
stresses in the class that that terrorism d
oesn’t belong to one country or reli-
gion and pushes them to question all the intelligence, including his own. As
he puts it, “I want the students to come out of the course more engaged in
current events and with a better idea of analyzing what’s going on in the
world. Sometimes students come in with assumptions and stereot ypes about
what terrorism is, and I want them to be more informed and able to think
critically about t hings.”
His use of gamification techniques certainly appears to have motivated
and encouraged students to go well beyond cramming for the test and then
immediately forgetting their learning. One of his recent students commented,
“Overall the project was fun. It helped me advance my analysis and critical
thinking skills, and I wish there were more experiences like this on campus.”
With Aebli’s enthusiasm and energy and the attention he is getting at Penn,
there doubtless soon w ill be.
Threat of Crime and Terrorism 145
Aebli’s course was run more recently than the other cases, but I did ask him to reflect on
the evolution of the course and the feedback he had acted on regarding gamification
generally.
BELL —
I know that you have not had a g
reat deal of time between class sessions, but
what did you learn, or what have you perhaps tweaked about your gamification
principles?
AEBLI —On the administrative side, I felt that I needed to review where we w
ere at r egarding
possible FERPA [Family Educational Rights and Privacy Act] issues. I was concerned
because even though I was not sharing grades in any way through the platform, the
students w
ere discussing their performance on the quizzes and their grades with
each other. When they take the online quiz, which becomes available for a 48-or
72-hour period, they are shown their individual grade, which I then collate and re-
port out to the team as a whole. Then when they receive their team grade, particu-
larly if they h
aven’t made the level needed to progress and requiring them to take
the test again, they immediately start saying out loud, “Well I got 100 on that quiz,
what did you get?” I talked to my academic officer about that, and he said if they
are freely giving that information then it was not a concern from a FERPA perspec-
tive. With that resolution, I reflected on how interesting it actually was that when
they were doing the comparisons and asking how individual team members had
done it w
asn’t in a badgering sort of way. It was quite the opposite—in a fun, posi-
tive, peer-pressure but encouraging kind of way. The whole student group was like,
“Yeah, let’s get out there—let’s go.” They would hit it immediately, really encourag-
ing and supporting each other. They wouldn’t put it off or say, “I have to get to next
class.” They would say, “Hey, give me fifteen minutes, and I’ll go back and take the
quiz again.” As the quiz was designed to pull from a question pool, it w
asn’t the
same quiz over and over.
The other t hing that I have also noticed was the pace. Technically t here are four
batches of intelligence information that get released, but the vast majority of the
students d
on’t get a sense of urgency and engagement u
ntil right around batch
two. At that point the mountain of intel went from this big to THIS big, and most of
them get it then, that, “uh-oh, the third batch is going to be massive—let’s move—
let’s go.” And the team that correctly assessed it this year (just [based on] observing
them and hearing their conversations and seeing them work together), they got it
146 Game On!
very early on and were hugely motivated. The team that didn’t get it didn’t do those
things. They hesitated more and seemed unsure of how to proceed. When all is said
and done, I think the one t hing to my advantage, though, is the material. It’s con
temporary and authentic. My only real disappointment about this class, a bit of a
sad commentary, was that it still is disproportionately homogenous, having had 22
students in it with 21 men and only one w
oman. The [lack of] diversity is definitely
problematic for us as a discipline (not only or specifically in this class). Right now,
that’s what we see in tech—not enough females. The one woman that was in the
class was actually from Russia, and she thought it was very intriguing and told
me that she got a lot out of the class. For the most part, though, when you see
the participants in this format, t hose who r eally grab this material, they do tend to
be first-person-shooter kind of gaming guys. It’s certainly great that they immedi-
ately related it to that and they love that. I d
on’t want to lose that, but I am hoping
to engage and interest a wider pool of participants if at all possible. What inspires
and motivates me the most about this class is when I start off the first class session
by saying, “If you make it through this class, I guarantee y ou’re g
oing to be a differ
ent person by the time you’re done.” I’m confident in saying this, as what we do in
this class is we look at this w
hole issue of radicalization from a much different a ngle,
and we look at it critically. What we end up with is not the typical knee-jerk reac-
tions of, “Oh, you know . . .” the stereot ypical conclusions that they will even see in
the mainstream press and in mass media around them at times. The students start
to realize that t here is more to this issue than what is often portrayed in the media.
All the analysis and, I believe, the authenticity of those factors act as kind of a steroid
input to this project. The students really get into it, and I think they really like the
competitive piece—so it’s really something that I am proud of and that I know has
great potential for this and other classes.
BELL —W hat would take this project or the concept of gamification at Penn State to the
next level?
AEBLI —I was invited up to The University at Buffalo where they w
ere hosting a Mean-
ingful Gaming conference, a really simple, early-s tage conference. At that event
there was another professor who came off as very combative and provocative. The
first presenter who spoke was very open-minded, wanting to try new t hings, and he
made some g
reat comments. Then I got up, and I was sort of the applied guy, and I
made my comments about what I had attempted, my preliminary successes and so
on. Then the third guy got up, and he was very hard-edged, and he d
idn’t like a lot
of what we said. To be fair, he warned us ahead of schedule, saying, “You know,
when I do this kind of thing I don’t get paid a lot of money, and what I like to do is
Threat of Crime and Terrorism 147
to pick fights.” I thought it was a strange thing to say, and I’ve spent a lot of time
around guys like that in the marine corps. I started to pick up on the fact from this
guy that he was dismissing this and viewed gamifying a course as being just this
month’s new thing or a fad like the hula-hoop. I started to even question myself if
this is just a fad—this year’s MOOC? I think whatever we do, we have to make sure
that we document and demonstrate it has good results and show that the barrier to
entry is surmountable. I have shown a number of faculty that it is easy to set up and
doesn’t require a g
reat deal of technical support. So that’s the t hing I’m finding that
everyone comes up to me to ask me: “Well, how did you actually do it?” and “What
did you really do?” When I show them that it’s, you know, taking quiz scores and
averaging them to show a team average, then often my colleagues w
ill say, “What,
that’s it?” I’ve concluded that t here’s sort of a mystique to it, whereas in reality, it’s
about implementing some creative ideas, not necessarily with expensive or high-
cost build-outs. With t hose elements conveyed and illustrated I think it is possible to
get buy-in from the university. At my institution, one of the things I know they are
hoping to do is create some easy-to-follow steps that show other faculty members
how they might take their first few steps to give it a try, to usher it in.
One of the things people don’t realize is that gamification is already around
them in many formats and that it is part of our lives even in relatively mundane
ways. T
hose little key-fob things from the gas station or cards from the coffee shops
(the tags that you hang on your key that you swipe and get points), well, that’s
gamification, and people don’t make that connection. I think that so many people
are locked into thinking that it’s got to be a Warcraft strategy, virtual or board
game, with serious metaphors and high build costs. Thoughtful, creative teachers
have been trying this kind of work for years and years. The gamification is an added
flavor to spice up [already] good, or even g
reat, instruction. It doesn’t have to be
this w
hole, massive, scary production.
BELL —
So you’re moving towards a platform of changing student behavior, getting
people more engaged in current affairs and informed in how to find resources, e
tc.,
and not just academic performance for a test or a quiz?
AEBLI —
Right. So I was thinking about this. Should I try to capture some survey data
from the students who have taken the course and ask them a s imple question like,
“Are you watching the news more?” or “Are you understanding the issues more?” I
think that intrinsic motivation is a very important thing for higher education in gen-
eral. There is too much discussion going on about the cost of education, so every
one’s talking about doing something, and we’re all aware of the fact that the next
financial bubble is the financial aid bubble that is going to burst if students keep
148 Game On!
defaulting. So parents, not all parents but most, shop by the course cost not by the
experience. I had this interesting discussion with some parents the other day. These
were parents of kids who are very hyper-athletic (travel team and everything else)
who are looking to get a scholarship [at] any costs. I said to them, “Did you ever
think what you would do if you got the scholarship but it is for a Division III school
with a very poor alumni base, or it’s for a liberal arts degree where they w
ill certainly
make it through the program but they won’t get a job?” Clearly I’m being anec-
dotal, but if you get people to understand that when you’re looking at an educa-
tional institution you must look at the full breadth of it as best you can and ask
yourself what kind of experience is it going to be both in and out of the classroom?
I think, I get the sense that, that’s getting lost. So I keep trying to tell people, to help
parents when they’re shopping junior year and senior year of high school, that these
are the t hings you should want and that’s what you should be looking at. You know,
the last time a lot of t hese parents w
ere in school was 20–25 years ago, and now, all
of a sudden, they are shopping for their kids, and they’re thinking it’s still 1986, and
it’s not. It’s a lot different and a lot more expensive. Their kids need to come out
with clear, marketable skills and, even more importantly, behaviors that w
ill stand
them in good stead for the next three to four decades of their c areer in this chang-
ing world. Getting people to be motivated—the Indiana Jones spirit, I call it—I want
them to be seekers, to be ready for change, to be able to analyze and deal with un-
certainty. To be motivated even when you don’t know all the answers.
BELL —Generally is the tactic to use the game element to get them through fear of fail-
ure then get them to engagement with the subject matter?
AEBLI —There is the weird academic notion that it must be rigorous and, to an extent,
not fun b
ecause that’s what we do and if it’s not hard and challenging and super-
serious (you don’t get a C or a D) . . . you know, it’s like that . . . I started out one of
my talks with, “Why c an’t learning be fun?” I know certain t hings are hard, but even
things that are hard can be fun.
The one observation I made in my class as we debriefed at the end [with the
students] is that the authenticity of the subject matters of the activities is critical. To
illustrate how they respect this aspect, recently a professor who left our institution,
an expert in terrorism and the psychology of terrorism, made himself available for a
live interview session. The students w
ere asking him w
hether there might be a way
to use predictive analytics in a similar way as they are used in the business world to
identify or predict the likelihood that an individual is, or might become, a radical-
ized person. My former colleague was adamant about the fact that it was not a fea-
sible application. He said, “No, there are far too many risk factors and you can’t
Threat of Crime and Terrorism 149
Assessing Gamification
CO N C L U S I O N S A N D I M P L I C AT I O N S
The cases and practitioners analyzed to this point have approached the ques-
tion of gamification in quite different ways, from Easter eggs and hero’s jour-
neys through games exploring ethical decision making, fighting bosses in
the realm of Logos, and solving threats of international terrorism. The range
of implementations makes direct comparison and even relative assessment a
challenge. None of the cases have the longitudinal or quantitative data to
proclaim significance in a true statistical sense. We should certainly be wary
of seeking to unequivocally say which works better or even forming a tem-
plate for interested educators to follow in these pioneers’ footsteps. So much
is dependent on the energy and enthusiasm of the instructor that these ex-
amples may not be replicable without the specific personality and/or circum-
stance of the person who dreamed up the example. In t hese early stages, with
beta versions and low-tech implementations, the instructor’s passion for
what he or she is doing (with acknowledgement of the homogeneity of the
sample set of instructors) is crucial for getting students on board. Any in-
structor who tries to implement a system or model of a gamified course in a
mode that he or she does not feel passionate about is not likely to succeed. My
candid and simple advice to instructors interested in gamifying a course should
probably be to just go with whichever version/chapter spoke most clearly to
you and made you think, “Wow, that’s cool!” If you are not a Dungeons & Drag-
ons fan or a former player, as I’m not, then a Dungeons and Discourse (or a
Dungeons and Anything) course is likely not for you. If you like hunting and
puzzles, then you could probably carry off an Easter egg–based model.
Having said that, and having stressed that t here are clear differences be-
tween the models, if we are able to strip away some of the window dressing to
get to fundamental principles, then I believe that we w ill start to see similar
traits and underlying concepts. When we start to look for commonalities,
rather than differences, we can then contemplate moving to a position of re-
Assessing Gamification 151
view against some form of consistent criteria. Starting from the point of the
instructors’ motivation behind the builds, why they chose to pursue this work,
we see obvious common ground. The goal of improving student engagement
and boosting low completion rates is a strikingly resonant and consistent aim
of all five practitioners.
To facilitate cross-case comparison and provide valuable feedback on gam-
ification choices and effects, we r eally need to be able to apply some sort of a
framework or a structured rubric to review and compare the example courses.
The goal of this chapter, then, is to provide a form of cross-case analysis, a
means of getting beyond “this is cool” or “I d
on’t like that idea” to something
more scientific. I would like to see if we can discern why t hese courses, to the
extent that they do, succeed in producing encouraging results by increasing
student engagement and, in a variety of ways, enhancing student outcomes.
With some means of better breaking down and analyzing what is happening
in the five cases, we should be able to develop a means of assessing possible
future courses’ plans and ideas, determining possible enhancements, and
suggesting foci for practice and f uture research.
152 Game On!
Before we get to the analysis, let’s review exactly how gamification is in-
corporated into t hese courses. The findings from the five examples we have
suggest the need to consider three underlying elements:
The individual cases illustrate how specific and distinct elements can be
used to deliver gamification in a variety of flavors. Let’s look at these three
criteria in order.
In the examples, gamification runs the gamut from specifically defined and
discrete elements, leaderboards, and Easter eggs to faculty behaviors (providing
timely feedback, recognizing effort) and conceptual, comprehensive nar-
rated scenarios. These scenarios, of course, include the student as a hero (Uni-
versity of New Hampshire, UNH) and as an explorer across mysterious lands
(Massachusetts College of Liberal Arts, MCLA). The practitioners/pioneers
have implemented gamification elements through a can-do blend of basic
programming skills, good intentions, and individual effort. In the University
of South Florida (USF) and MCLA cases, faculty practitioners who had branched
out to academic technology-support positions utilized basic HTML and LMS
features. In the UNH case, the visionary drive of Neil Niman carried a very
enthusiastic, but inexperienced, team of developers with limited technical
skills. Only the University of Waterloo (UW) course benefitted from external
technical team support for what was still quite a basic technical build. The
tech team at UW was responsible for some build-out of scenarios hosted in
the LMS and the main element build-out of a leaderboard that was able to
actually work based on scenario grading, providing an anonymous view of
each student’s position in the class with anonymized peers above and below.
This build, arguably the most complex element of all the course builds, was
still a relatively small investment and significantly less than that spent on a
typical technical implementation.
Most instructors and students stressed that their experiences would have
been enhanced with richer implementations and greater functionality, yet
they remained supportive. As the cases illustrate, initial wireframe or pen-
cil and paper versions can prove concept and provide feedback. Given the
Assessing Gamification 153
amount of revisions and tweaks that practitioners made between course runs,
I would not advise investing in a costly build-out too soon only to have to
deconstruct and start again. However, to support maturing plans to move
beyond the pencil and paper versions, and to scale for impact across a wider
student body, institutions w ill need to provide significant technical support
and indirect funding in the form of teaching assistants or course releases to
allow faculty developers the time and space to develop their ideas.
The development of each of the courses in t hese cases was driven by the proj
ect lead. In my sample, all five project leads w
ere male and all around their
early to mid-forties. This demographic (the first generation exposed to large-
scale arcade video games—remember Space Invaders in 1978 and PacMan in
1980) is now reaching positions in academia, and in society at large, where
they are established enough to experiment with concepts they find engaging.
The maturation of this first video or arcade game generation could be one
reason why we are now starting to see serious experimentation with gamifi-
cation that earlier (or older) educators might not have felt was appropriate in
a formal academic or corporate setting. Clearly this is not a gender or age-
specific set of principles. In workshops that I have delivered on the subject of
gamification between 2014 and 2016, the participants are predominantly fe-
male (in classes of 25, typically 21–22 are female) and are a mix of back-
grounds and ethnicities. I would expect that hero-centered narratives may be
more to male tastes, but the majority of the principles of the cases in this
work seem to be demographic agnostic with the possible caveat, mentioned
earlier, that midcareer educators seem to be in a place where they have the
confidence to try this kind of experiment.
Yet gamification is frequently dismissed as a fad, like the next massive open
online course (MOOC). This mixed perspective seemingly accentuated the
practitioners’ desire to stay off the radar, at least until their ideas w
ere out
and tested. Even when higher-level institutional acceptance was apparently
likely (recalling USF’s promotional tweeting of the course), so is/was the
scorn of those jaded by a wave of recent “next big thing” proclamations. Hav-
ing been involved in the hype around multiuser synchronous communication
and virtual worlds (Second Life was once “the future”) and, most recently,
MOOCs, it may well be prudent of practitioners to initially duck the spotlight
and make their errors and tweaks in the shadows. Perhaps once their gami-
fied concept is refined and once their student outcome data has started to
prove the efficacy of their work, then they w
ill be willing to emerge from the
shadows. This subterfuge of taking on the world in a private b
attle (initially)
could also just be resonant with the gaming mindset. Remember that some
of these people were interplanetary warlords in their youth. They need a
challenge or perhaps even a crusade—the edgier the better.
The only downside of these lone-wolf innovators, as Gerol Petruzella of
MCLA notes, is that their experiments tend to remain isolated and unlikely
to impact education more broadly—even at their own institutions. Breaking
out of this isolation status is the next challenge if widespread dissemination
is the goal. In chapter 9 we w
ill look at the only one of the five cases that does
seem to have shed itself of its off-the-radar status and has prompted a much
wider institutional adoption of gamification principles. Be thinking, dear
reader, about which case you believe is most likely to really catch on, or to
catch fire, from the ones you have read (or skimmed) thus far.
Though the five cases are all distinct in the way that they have been gami-
fied, a valuable line of thought is whether we can assess the degree of gamifica-
tion as a means of incrementally encouraging more intentional and widespread
implementation at an institution. It is important to clarify that it is not par-
ticularly helpful to try to quantify gamification inputs or efforts and cer-
tainly not to simply rate them as successes or failures. However, the obvious
research questions and pathways to widespread adoption w
ill raise the ques-
tion of variable correlation between the degree of gamification and, as best
we have them, standardized or consistent measures of student engagement
and learning outcomes. Any kind of correlation or degree of gamification and
student engagement, particularly with larger datasets, could drive wider in-
stitutional acceptance—a proposal supported by the practitioners. The fact
Assessing Gamification 155
that gamification has not coalesced into a fixed set of rules may, in fact, be ben-
eficial in that it negates the need to describe a one-size-fits-all package to insti-
tutions. In terms of institutional support, the University of Waterloo appears
unique given its location (Canada’s high-tech b
elt), its administration’s sense of
entrepreneurialism, and its faculty’s technical experimentation. Nonetheless,
their vice provost asserted that she would need more concrete, quantified data
on the positive effects of gamification on student outcomes before she would be
comfortable advocating for sustained institutional endorsement.
It is unlikely that any of the formats or instructor strategies in the selected
courses w
ill be universally successful for all students. Where competition
works for some, collaboration or cooperation w ill work better for others. Even
in the small sample in this study, gamification, or certainly elements of gam-
ification, appear to show enough potential to merit further research. My con-
clusion separates MOOCs from other online courses, as I believe MOOCs
have a quite different potential as vehicles for gamification.
MOOCs
MOOCs are still, as of 2016, a relatively new format with audiences and de-
mographics atypical for tertiary education. Under the heading “MOOCs Are
Not Reaching the Disadvantaged,” a 2013 E. J. Emanuel study drawing from
over 34,000 MOOC (Coursera) participants in 32 courses found that 83% of
the surveyed students already had a two-or four-year postsecondary degree.
Although the survey response rates w
ere quite low, it is likely that MOOCs do
not tend to enroll the demographic that most institutions are trying to reach
through online program expansion. As Emanuel concluded, “Far from real-
izing the high ideals of their advocates, MOOCs seem to be reinforcing the
advantages of the ‘haves’ rather than educating the ‘have-nots.’ ”
While MOOC participants are demonstrating through their enrollment
an inherent interest in the subject of the course, they do not generally need
or pay for credits. It would seem likely, as the instructor of the fairy tale MOOC
asserts, that a lightly gamified MOOC course with limited instructor connec-
tivity would not have a huge influence on engagement or completion. As with
most MOOC data gathered so far (Emanuel 2013; Perna et al. 2013), Kevin Yee’s
USF course is typical in that it had slightly elevated, but still extremely low,
course-completion rates.
Gamification may promote engagement, but given that only 5% of partici-
pants complete MOOCs, they clearly need more work on their basic format
156 Game On!
The UNH and MCLA courses, while covering different subjects, are both tar-
geted at naïve, inexperienced students—that is, students potentially lacking
confidence and perhaps motivation around the subject m
atter. The instruc-
tors and developers of both courses suggest that gamification might have the
most benefit for entry or introductory-level courses. Petruzella suggests that
gamification, or a gamified course, may be a way of transitioning students
from an environment of “staid high school chalk-and-talk” to one where par-
ticipation, critical thinking, and creativity are encouraged. The enhanced
participation relayed clearly by his students and their self-declared enthusi-
asm for the subject and the format certainly seem to bear out that view.
The UNH students involved in the development team felt that adding
gamification to a core economics course particularly would help students
who w
ere somewhat math-phobic but w
ere required to take math or math-
based courses (microeconomics by way of example). The mnemonic value of
the personal narrative, in terms of providing memorable metaphor and help-
ing students retain key concepts, suggests that low-or entry-level students
whose intrinsic motivation for their subject matter has not yet flourished in-
deed might benefit most from this format.
Somewhat contradicting the suggestion that fragile learners may be those
best supported by gamification was UW’s Greg Andres’s assertion that his
real-world-connected scenario games might appeal more to mature students.
Andres’s perspective certainly underscores the value of authenticity in as-
signments or scenarios but does not necessarily speak to the value of the
gamified elements in his course or a gamified course per se. The format of the
pass/fail co-op class at UW as a means of supporting and keeping students
connected to the institution during a remote work experience is unusual, and
it is genuinely hard to extrapolate more widely applicable conclusions. If An-
Assessing Gamification 157
dres is correct, then there may be a continued or extended role for this kind of
approach within the broader area of workforce retraining and serving the learn-
ing needs of adult working students. However, the class-wide student engage-
ment and completion of nonessential content and activities in his model was
encouraging and suggests possible wider efficacy than he himself suggested.
In his 2012 text The Gamification of Learning and Instruction, Karl Kapp de-
scribes constituent parts of gamified courses under the heading, “It’s in the
Game: Understanding Game Elements.” His work has great applicability to
this study, as he breaks down gamified courses into constituent elements
with a view to prompting discussion about the degree, nature, and effect of
gamification. It was apparent through interviews and reviews of course mate-
rials that the various faculty, developers, and practitioners had directly or
indirectly incorporated many of the elements described by Kapp. Instructor
preference seemed to drive most design/gamification decisions, although the
different formats of courses (MOOC, co-op support, for-credit) and the differ-
ing demographic characteristics of their targeted students also may have
influenced design choices. I found it interesting to speculate which course
format would score most highly when reviewed against Kapp’s criteria. I as-
sessed the courses quantitatively against the Kapp framework by scoring the
extent to which each course addresses his key tenets on a scale from zero to
two (table 1). A concept that is not addressed in any way scores a zero, one that
is touched upon perhaps only scantly receives a one, and an element that is
clearly emphasized and intentionally included as an integral part of the course
by the project lead is marked as two.
158 Game On!
Table 1. Analysis of the five gamified courses, based on the Kapp (2012) criteria for
assessing gamification
UW Ethical MCLA Penn State
USF Fairy Tale UNH Decision Dungeons Threat of
MOOC EconJourney Making and Discourse Terrorism
Abstraction of 1 2 1 2 0
concepts and reality
Goals 2 2 1 2 2
Rules 0 1 1 2 2
Conflict, competition, 2 1 2 2 2
cooperation
Time 0 1 0 1 1
Reward structures 1 1 2 2 2
Feedback 1 2 2 1 2
Levels 1 2 1 2 2
Storytelling 1 2 1 2 2
Curve of interest 1 2 1 1 2
Aesthetics 2 1 1 2 1
Replay or do-over 1 2 1 1 2
Totals 13 19 14 20 20
Note: USF = University of South Florida, UNH = University of New Hampshire, UW = University of
Waterloo, MCLA = Massachusetts College of Liberal Arts.
Yee’s USF course does a reasonable job across a number of Kapp criteria. The
Easter egg focus scores well on elements like competition and reward. His
course’s clear goals (finding eggs through accessing content) and the compe-
tition this engendered, even though collaboration and conflict w
ere not em-
phasized, also rate highly. The instructor’s time constraints, including the
fact that he had to forgo some of the other elements that he had planned, do
negatively affect the course’s overall score. If he had not dropped his plans
for course badges and his analogy for team progress, his course would have
scored higher in curve of interest, storytelling, feedback, and reward categories.
For a solo effort undertaken on top of other duties and responsibilities, Yee’s
work shows g
reat promise. However, in the absence of extensive automation
Assessing Gamification 159
and technical build, it is again apparent that the delivery of a highly gamified
course—as defined by the Kapp criteria—requires major instructor commitment
and/or more extensive institutional support, perhaps via supplemental facilita-
tors or teaching assistants. While this requirement of commitment, especially
in low-tech or pilot gamified courses, is a possible barrier to entry and certainly
needs to be noted, instructor enthusiasm and advocacy in all examples brought
encouraging results. Yee’s study was clearly an example of this, with the possible
extra caveat that some of the challenges to his connectivity were consequences
of his decision to run the course as a MOOC. The enrollment numbers, though
not massive, were certainly large enough to make course management, even
with his ideas of grouped participants, rewards, and feedback, near impossible.
If he were to gamify a fixed-enrollment course, with a more typical enrollment
of 20 to 25 students, he doubtless would be able to realize his ideas more fully,
and his course likely would score higher.
Niman’s UNH course scores higher in a number of areas that Yee did not
even attempt in his USF course. The project scores maximum points in catego-
ries such as abstraction of concepts and reality, storytelling, and curve of inter-
est. Of all the cases examined in this book, Niman’s course made the most
concerted attempt to weave gamification intrinsically into course content.
His personal lack of conviction for what he called “simple rewards systems” or
“feedback structures” explained his focus on tying progress in the course to
the students’ personal stories. While he had challenges in early iterations of his
course, obligating multiple revisions and tweaks to his strategies, his high score
on the scale indicates, by Kapp’s criteria, an extremely gamified course.
The second takeaway from the cross-case analysis is that weaving gamifi-
cation themes and elements throughout a course and/or wedding core con-
tent to a creative story perhaps provides a disproportionate boost on the Kapp
scale. In presenting on this topic, my finding is that p
eople think of narrative
development and creative storytelling as the hardest element to conceptualize.
My counsel has typically been that very effective, intrinsically motivating
courses can be developed that ignore the elements that aspirant developers
finding daunting. Again, as the cases show, not all boxes need to be checked
to produce a good experiment. Acceptance of an imperfect test model is a
condition of all the studied practitioners, reflecting their gameful/techie na-
ture. “Launch then tweak” is their mantra.
Andres’s Ethical Decision Making course returns mixed results when mapped
to the Kapp framework. This finding was not totally unexpected given the
160 Game On!
course completion, or longer-term persistence. Having said that, even this some-
what rudimentary assessment is valuable for practitioner discussion around
aspects of their courses that are e ither undeveloped or worthy of enhancement.
Research comparisons should compare gamified versus not-gamified (in any
way) courses to see if any difference in student engagement and other student
outcomes is detected. If one w
ere able to confirm a relationship between Kapp
scores and student engagement, then these early models could be made more
effective and ultimately more widely disseminated and a
dopted.
Table 2. Analysis of the five gamified courses, based on the Csikszentmihalyi (1975) criteria
for assessing flow
UW Ethical MCLA Penn State
USF Fairy Tale UNH Decision Dungeons Threat of
MOOC EconJourney Making and Discourse Terrorism
Achievable 2 2 2 1 1
Requiring concentration 2 2 2 2 2
Effortless involvement 2 1 1 1 2
Totals 9 8 11 8 11
Note: USF = University of South Florida, UNH = University of New Hampshire, UW = University of
Waterloo, MCLA = Massachusetts College of Liberal Arts.
high-level Csikszentmihalyi flow. The lesson would seem to be that with bet-
ter integration of the game elements and extension of more sustained feed-
back throughout the course, the approach would have g
reat potential as a
template for a simple non–journey/narrative model. The value of discrete
Q&A, multiple-choice, or knowledge-checking “games” should not be dis-
missed, as certainly they engendered interest among what otherw ise could
be a passive, perfunctory group.
Petruzella’s Dungeons and Discourse implementation at MCLA in some
ways received the harshest end-user feedback from experienced gamer stu-
dents, but it was the only course held to t hose very high (gamer) standards.
According to Kapp’s criteria, Petruzella’s MCLA course is the most gamified
course. The Csikszentmihalyi analysis captures the limitations of his format
in that it is wedded to nonautomated classroom sessions where the students
barter for gold. Adoption of an interactive interface, where students would be
able to control their own actions and receive immediate and continual feed-
back, would increase the flow score substantially. His student feedback was very
specific in this respect, as it identified that the ability to track (or control) their
prog ress across dynamic landscapes representing the various realms would
have been a valuable and appreciated enhancement.
Aebli’s Penn State Threat of Terrorism and Crime course dropped Csikszent-
mihalyi points only in the achievable category. In his first few iterations, no
students scored maximum points by uncovering the full plot details. Subse-
quently, as he reported in his catch-up call, one class of overachiever students
did solve the w
hole plot. It would seem that the authenticity and immediacy
of his materials engage students to strive for what might even have seemed
totally unachievable. He effectively used the tools available to him to pro-
vide feedback and to clarify rules and goals. His case may have been a little
skewed in that he was, to lapse into the vernacular, pitching geeky guy stuff
to geeky guys. However, he deserves praise above and beyond that possible
caveat given his efforts to engage more gender balance in his class and even
in the decision to work in a subject area that is politically sensitive and to
encourage moving beyond knee-jerk journalism to real-world global per-
spective by fostering critical thinking and thoughtful consumption of wider
media messaging. T
hese outcomes, perhaps even beyond his more tradi-
tional curricular elements, prove a serious motivator, as students sense they
are achieving more than checking a box and moving on with accumulated
credits.
Assessing Gamification 165
Overall, the cross-case reviews suggest that the UNH, MCLA, and Penn State
courses are the most gamified in terms of the criteria outlined by Kapp. The
Csikszentmihalyi analysis adds flavor, but in most cases, technical simplicity
places barriers that hamper flow state. The high-scoring UW course is in-
flated by the emphasis on the game scenarios, which are only a small part of
the course. If weighted across the whole course, the UW figure likely would
be closer to the otherw ise quite consistent scores for the other courses. The
likelihood of gamified courses getting to Csikszentmihalyi’s flow is most im-
pacted by the lack of immediate and continual feedback in these models.
Without more technical support and a build that would accommodate greater
automation, these courses are not g
oing to achieve maximal flow. Aebli’s ter-
rorism course comes closest given that the feedback systems are augmented
by well-structured peer support and encouragement). He also has the clearest
and easiest to pick up and play goal (solve a plot) and the clearest rules (dead-
lines, points, and penalties).
The Kapp analysis would seem to suggest that a more substantial alignment
of actual coursework and core content with game elements, particularly around
a central narrative, is most likely to positively affect gamification and likely stu-
dent engagement. The USF and UW courses have added some game elements
(leaderboards, Easter eggs, game scenarios), but both stopped short of an inte-
grated and gamified course in these initial, experimental versions. An amal-
gamated model featuring MCLA and UNH-
like centrality of narrative with
added self-checks and UW-like distinct games would, applying the Kapp crite-
ria, be the most likely to approximate the type of engagement that could lead to
enhanced student outcomes. From Csikszentmihalyi we take the value of sim-
plicity, clear rules, clear target, challenge, and the value of competition and a
chase. Aebli’s terrorism case illustrates the value of realism and authenticity as
an incentive, which is both at odds and in line with Kapp’s narrative need.
Part of the excitement, and also part of the confusion, around gamifica-
tion comes from the fact that it is a general banner term that can be inter-
preted by practitioners as they see fit. Looking at this with a glass-half-full
perspective, it is also worth noting that students are generally tolerant of any
and all efforts to incorporate even rudimentary elements beyond a staid read-
post-respond format. Administrators, when consulted, are tentatively sup-
portive, and most recognize that student demographics and expectations are
166 Game On!
Table 3. The S
IMPLE matrix
Arguably / Established / A signature
Absent could be functional element
(0 pts.) (1 pt.) (2 pts.) (3 pts.)
Rules clear and effective
Effortless involvement—pick up
and play (think iPod)
Narrative / curve of interest—can
be “real world” based
Stunning aesthetics
Catching Fire
T H E M O D E L T H AT B U R N E D B R I G H T E S T
So, dear reader, this is the penultimate section of the text before it all gets
wrapped up with a ribbon and we wait for the movie version. Having made it
this far, I wonder w
hether you are ready for a bit of sleuthery. As a reward for
carefully reading the cases, or even if you gamed the system by skimming
them, I present to you now a game puzzle in this book on gameful design, an
Easter egg of an activity if you like.
My questions for you, based on your (careful) reading of the cases:
Which blend of tactics, politics, and personalities among the projects and
practitioners you have just closely studied do you feel had the best
chance of setting something serious in motion on their campus?
Who was most likely to get traction?
Whose germ of an idea is on the way to becoming massive?
When I first met the practitioners in 2013, they had similar troves of en-
thusiasm, roughly comparable degrees of institutional support, similar/mini-
mal funding, and a degree of isolation or “off-the-radar-ness” that they (sort
of) relished. In chapter 8, I presented two frameworks and a matrix as means
of evaluating three key elements: the degree of gamification, flow, and the
cumulative effect of overlapping intrinsic motivators. While the matrix is
intended to broker discussion rather than to prove one model’s efficacy over
another, none of them, e ither in isolation or combination, can fully predict
the likelihood that a project really gets traction and succeeds in inspiring a
wider audience, even at the project lead’s own institution. Mapping each case
to the student intrinsic motivation for persistence in learning environments
(SIMPLE) matrix (table 4) provides further insight.
Results
Kevin Yee’s Fairy Tale MOOC: 14 points
Neil Niman’s EconJourney: 19 points
Catching Fire 169
Narrative / curve of interest—can SF NH / W / M P
be “real world” based
Stunning aesthetics SF / NH /
W /M / P
It strikes me that this does better reflect the efficacy of the cases. The meld
of Kapp and Csikszentmihalyi elements produces a better balance of ele
ments, and I think that the ratings do capture the strengths and weaknesses
of the models. Yee absolutely acknowledged that he struggled to keep up with
the feedback and rewards of the system. Andres’s project featured engaging
170 Game On!
Figure 20. Logo from the UNH FIRE program. © UNH/Niman; reproduced with
permission of Neil Niman, University of New Hampshire.
The above aspects are arranged around what Niman and his team calls the
three foundational pillars that organize and categorize the students’ learning
goals. The pillars are mentorship, the grand academic challenge, and gamification.
To illustrate the value of mentorship, juniors or seniors are selected to
serve as peer advisors and support the freshmen participants in their early
transitions. The application process for the mentor positions is rigorous, with
all candidates interviewed prior to acceptance. Peer advisors are required to
take the bespoke two-credit course PAUL 696: Supervised Student Teaching,
which is jointly taught by the director of undergraduate programs and the
FIRE program coordinator. PAUL 696 is designed to imbue participants with
the principles of effective mentorship and student teaching practice. It is
fleshed out with case studies and worked examples of prior situations in the
FIRE program where students faced challenges and needed mentor support to
get through them. T
hese worked examples provide real-time means for men-
tor trainee participants to share experiences and discuss means and best
practices in supporting peers in who may be experiencing challenges. In
most cases, these juniors and seniors are based on or near campus, physically
Catching Fire 175
close by their mentees (the first year participants in the FIRE program). In
this small college town, by virtue of their walking the same streets, using the
same gyms, and perhaps g
oing to the same bars, they are indeed well placed
to support in loco parentis.
Another layer of support and expertise is provided by the involvement of
alumni mentors who are invited back to participate and reflect on their expe-
riences. Niman found that this has proven a serendipitous bridge to more re-
cent alumni that doubtless delights his advancement colleagues at UNH. The
alumni participants are typically younger recent graduates who want to give
back to the institution. As they are not yet in a position to do so financially,
they contribute with in-k ind time and support. Alumni typically interact
with FIRE participants virtually without physically returning to campus.
Niman describes these alumni mentors as “a bridge to the real world,” supply-
ing practical experience that provides “illustrative context and rationale for
many of the concepts that, to the insular freshmen, may seem irrelevant or less
important.” The “bridge” aspect is the connection from what may well ap-
pear to be a less-than-authentic, theoretical academic study of principles
and concepts to applied real-world value. As Niman notes, for most of us this
awareness typically only becomes apparent quite a few years a
fter gradua-
tion, by which time opportunities may have been missed and m
istakes al-
ready made. Alumni mentors typically emphasize skills such as the value
of clear communication techniques, teamwork, and professional business
etiquette.
The context and narrative of the FIRE program r eally kick in with g
rand
academic challenges. In the early stages (the first four weeks of the program)
students can accumulate points that count towards team totals. These totals
provide early competition and camaraderie and lead in to the next stage of
the game. Niman refers to the grand academic challenge as the “centerpiece
of the experience.” The highest-scoring team a
fter the opening four weeks
gets first choice between a number of provided contexts for the next stage or
level. Recent challenges have included
• Colonizing Mars;
• Living virtually;
• Prolonging life;
• Powering the Northeast; and
• Surviving extreme weather.
176 Game On!
These challenges are intended to provide a motivating context (in our ear-
lier chapters, Kapp’s “narrative” category would be checked) and a milieu in
which core skills can be cultivated. The skills are intended to translate quickly
and with fidelity to authentic business situations. The challenges are large
and ambitious but motivate and foment practice in real-
world-
applicable
skills and competencies. Within each of the teams, students are divided into
subteams and tasked with reviewing these challenges through one of four
lenses: economic, political, social, or techno-scientific. The initial intent is to
have students realize the complex, yet interdependent, aspects of larger is-
sues when viewed from different perspectives. In conjunction with UNH’s
research librarians, Niman’s team produced research guides that provide con-
text and critical information on each challenge area for the participants.
Small activities and mini-games are woven in and through the content in the
guides to train students in behaviors and skills while modeling how they can
succeed in their studies and substantiate their research.
The third key aspect of the FIRE project, the gamification pillar, is accen-
tuated through the cooperation of the team members, the challenge be-
tween teams, the narrative that is developed around the challenges, and the
feedback mechanisms built into the system. Figure 21 is a screenshot of the
team leaderboard showing the scores and positions of the top 10 teams (“de-
pendent hero contingency,” again). T
here is also an individual leaderboard
and numerous bonus recognitions and awards that channel Niman’s favorite
sport (cycling) and its hallmark event, the Tour de France. In the Tour t here
are a large number of individual and team awards (specialist sprint awards,
best mountain climber, fastest team, etc.) that, when converted to Niman’s
FIRE world, allow for multiple recognitions and opportunities for individuals
and teams with what he calls “different strengths” to be recognized and cele-
brated alongside the eventual winner and the team trophy.
Students win awards and points for academic aspects that count toward
team totals. They also win credits and score points for certain behaviors on
campus, such as participating in university events and activities (healthy,
social community events that d
on’t involve copious amounts of alcohol or
pizza). As Niman puts it, “By creating a nexus that facilitates the making of
connections that can serve as either a substitute or a complement for what
exists in their residence hall, students in the FIRE program are provided with
an expanded pool of opportunities for building meaningful social relation-
ships.” The game-connected point and incentive systems give students rea-
sons to participate and help get them over shyness and initial inertia by
Catching Fire 177
Figure 21. Screenshot: Team leaderboard from the UNH FIRE project, 2016. Reproduced
with permission of Neil Niman, University of New Hampshire.
encouraging them to attend events with fellow team members and adding
bonus points for inclusiveness. Point-based feedback is augmented with prizes
given at specific events, including FIRE-branded merchandise and what the
organizers call Luminary Awards for advancing in the game. The latter speaks
to what we have seen multiple times in the practitioner examples described
as “reduced fear of failure,” while the former has engendered a sense of
pride, illustrating the value of aesthetics elevating the status of FIRE “merch”
at UNH.
On the academic side of FIRE, tangible deliverables include three graded
assignments in the fall semester and four in the spring. PAUL 405, the first
course, requires that the students submit what is referred to as an academic
autobiography, a self-assessment piece requiring that they candidly assess their
strengths and weaknesses before presenting their work on the g
rand chal-
lenges with their assigned lens or role in the team. The second part of the
lens work is a group presentation where they share and meld their findings
within the team before presenting to the panel. This challenge culminates in
a reality TV-like playoff in front of a panel of judges who assess each team’s
presentations, which, at a meta-level, outlines a business opportunity in the
area of their challenge. These sessions were held at the university’s Under-
graduate Research Conference and, according to Niman, w
ere extremely well
attended and notable for the maturity of the projects and the skills and poise
of the presenters.
178 Game On!
PAUL 406, the second academic course within FIRE, focuses on the stu-
dents’ choices, looking further out to minors, majors, and extra possibilities at
UNH including study abroad and internship projects. The students in the sec-
ond (spring) term work closely with the alumni mentors, who provide tailored
support in areas such as resume writing, networking, and associated real-
world skills. To accentuate the importance of these skills and to provide a
further element of experiential learning during this term, the university hosts
a networking reception and a c areer boot camp. Attendance and participation
at this reception are high, and, as an external metric suggesting validation,
first-year student participation at the annual spring career fair was almost
doubled in the year after the FIRE launch. Niman was confident of the causal-
ity as well as the correlation. The grand challenge documentation included
multiple drafts and revision cycles, group work, and self-reflection, all empha-
sizing the need for polished, professional writing, presentation, and commu-
nication skills.
Student Stories
A student who recently participated in the FIRE program relayed her experi-
ence of the g
rand challenge and the team interaction:
Our group challenge was to create a product or service that could help t hose affected
by extreme weather. A
fter a review of real problems facing the world today, our
team decided that fresh w
ater would play an even more critical role globally. Our
product, Oasis, is a compact w
ater purifier specifically designed for natural and en-
vironmental disasters (e.g. floods, hurricanes, contaminants).
I enjoyed the opportunity to be one of our team’s five presenters. I recognized the
importance of the detailed preparation that went into our business plan. Each of the
members of my team played a critical role. No one person can be credited with our
team/company success. As previously mentioned, “If it’s about the company, then
it’s about the team.”
We made it through the first round with a very relevant product combined with an
impactful presentation. I believe we won in the final round b
ecause judges found
our team to be professional and our presentation well designed. Winning the URC
[Undergraduate Research Conference] for FIRE was so satisfying because it was at
that point I recognized the true value of the UNH curriculum.
Catching Fire 179
One of the peer advisors reflected on his experience mentoring and sup-
porting FIRE participants:
My experience as a peer advisor has been very rewarding. Not only have I facilitated
student growth and development, I have learned and fine-tuned many skills of my
own. Additionally, I have expanded my network to include a variety of interesting
alumni, teachers, students and advisors who have provided me with valuable in-
sights and lessons. Lastly, being a peer advisor has been very enjoyable! Whether it
was joking around with the advisors in the office or participating in team events, I
have had a great time. Paul College has some tremendous people, and meeting
them has been both eye opening and fun. Without the experiences obtained as a
peer advisor, I would not be the person I am t oday.
The beauty of FIRE is that we are being rewarded for taking advantage of these op-
portunities. It is not another obligation but rather an opportunity in itself. I was able
to win the first semester of FIRE because I was not afraid to listen to advice from
people who knew more and got involved. FIRE allowed me to see what I wanted to
get involved in at UNH and through that what I want to do for the rest of my life.
FIRE is essentially an awareness program. We are learning, hands on, all of the skills
we need to be successful students and, therefore, successful professionals. W
e’re
taught about UNH so we can utilize our resources. We are motivated to get involved
to access e
very opportunity. Most importantly, we focus on professional and per-
sonal development so we can excel beyond schooling.
Combustion
The perfect storm of push-pull came into being at UNH when Niman’s enthu-
siasm, his track record, and his mostly successful EconJourney project arrived
just as the freshman academic experience course was hitting its nadir in terms
of relevance (for the students) and efficacy (per institutional metrics). As with
many first-year experience courses, students were dragging their heels, “mail-
ing in” their work, and not really retaining anything they were purported to
have learned. The respect with which Niman was regarded at UNH, along with
his periodic but effective communication with the UNH system chancellor,
Leach, positioned him, his team, and his project to gain enthusiastic sponsor-
ship and institutional support when opportunity arose. The implementation
180 Game On!
500
450
400
Number of participants
350
300
250
200
150
100
50
0
15
5
15
5
15
15
15
v1
v1
v1
v1
c1
t1
t1
t1
t1
t1
p
g
Oc
Oc
Oc
Oc
Oc
De
No
No
No
No
Au
Se
Se
Se
Se
03
10
17
24
31
19
05
12
26
05
07
14
21
28
29
Date of event/activity
of FIRE has been, by most methods of review, a roaring success. As the team
puts it, “Attending class has become an opportunity to connect with friends.
By building on each other, assignments have a rationale and reason with an
achievable goal at the end. More Paul College students are joining clubs and
participating in extracurricular activities. The library guides supporting the
grand challenges are the most visited pages at the UNH library.”
Figure 22 shows student activity in the LMS, with spikes corresponding to
assignment due dates or key times around when rankings w
ere assessed. Stu-
dent surveys indicated that FIRE participants w
ere participating in a greater
number of extracurricular activities than students did back in pre-FIRE years.
In the fall semester survey more than half of responding students reported
participating in at least five events or activities. Eighty-four percent of stu-
dents reported making friends within their FIRE team, while 96 percent felt
comfortable approaching their peer/mentor with a concern.
In terms of academics, a general census across first-year courses showed
upticks in FIRE students’ grade point averages (GPAs) (table 5). The improve-
ments were particularly noted in courses where writing and presentation skills
were emphasized (table 6). The three courses Introduction to Business (ADMN
400), First Year Writing (ENGL 401), and Ethics (PHIL 430) all reported sig-
nificant increases in course grades for FIRE participants.
Catching Fire 181
Conclusions
The stated goal of the FIRE program was “to strengthen the tie between aca-
demics, the student experience and career preparation.” It achieved its goal
through application of mentorships and gameful design. The game frame-
work allows participants to engender social ties and practice skills with re-
duced fear of failure in a game-based context. The incentives and gameful
cooperation, competition, and reward provide a powerful impetus and re-
move many of the excuses for not engaging with the college experience.
While not scoring outright first in my S IMPLE review, Niman’s model
was well placed. He then benefitted more than the o
thers by virtue of his
standing, his documentation, his willingness to keep tweaking his format,
his empathetic chancellor, and his relentless confidence and humor. Hav-
ing extended his EconJourney class and the learning and experience therein
to the w
hole first-year experience and the FIRE project, Niman doesn’t see a
need to stop t here. He is confident that the model w
ill work outside of the
business envelope. The interdisciplinary nature of the g
rand challenge work
and the ubiquitous skills needed in the vast majority of c areers suggest to
him that he can (and w ill) extend the project to all incoming students at
UNH. He has even spoken with other institutions and is confident that he
182 Game On!
could support external installs of this clearly effective program. I have ab-
solutely no doubt that he can continue to achieve whatever he thinks is
feasible. His, and indeed all t hese gamer-educators’, adventures are clearly
not over.
Captain’s Epilogue
The narrative of this text began with Space Invaders and PacMan (and Ashton
Kutcher for a reason that now escapes me). As I come to conclusions and at-
tempt to wrap the text with pithy conclusions, I am going to timestamp and
date this with a reflection on the craze of the current day (early 2017). The Space
Invaders references described the first time technology was added to the mix of
gaming on a massive scale and how that, perhaps belatedly, is influencing
teaching and learning 40 years on. Pokémon Go is an interesting social phenom-
enon given its gameful elements and the amount of commitment and work
being put in by t hose caught in its spell. It has eclipsed porn, news, and weather
in terms of web-search popularity and is, by most definitions, the most success-
ful mobile game ever created. While Space Invaders generated similar levels of
addiction, GPS tracking (obviously not available in 1978), 4G, and smartphones
facilitate mobility, allowing the game developers to accentuate intrinsic moti-
vators and effectively address all of the elements described in chapter 8.
Created by Nintendo, the Pokémon Company, and Niantic (a Google spi-
noff), Pokémon Go added a near-immediate $17.6 billion in market capitaliza-
tion to Nintendo’s stock price, almost doubling its value, when it launched. A
subsequent dip when Nintendo clarified that they in fact only had a 17%
stake in Niantic did not detract from the sentiment that they made a wise
move expanding to mobile gaming from the console base that they had held
on to since the eighties. If we assess Pokémon Go against the S IMPLE matrix
(table 7), it is apparent that they have leveraged almost e very means of ramp-
ing up intrinsic motivation in their users.
As table 7 indicates, Pokémon Go should be a highly addictive, highly
motivating activity. And guess what? It is. The aesthetics are not particu-
larly “stunning,” and the play, catch, repeat narrative may get repetitive for
some players. But even with those caveats stated, it apparently should come
with a health warning. A couple in Arizona was recently charged with child
184 Game On!
Narrative / curve of interest—can X
be “real world” based
Stunning aesthetics X
Practitioner Traits
• Unflappable-ness;
• Gamer traits (fun, playful, determined, no fear of failure);
• Confidence in the value of the work;
• Ability to lead teams and willingness to give it a go with what you
have to hand in terms of available, nearly f ree resources (smart,
willing grad assistants, tools that are not so complex they alienate or
confuse the community);
• A solid research background for generating academic/institutional
buy-in;
• Articulate and good at documentation; and
• A level of seniority that provides some degree of autonomy (reduced
fear of failure).
186 Game On!
Implementation Traits
• Good use of, and integration with, established, familiar institutional
technologies;
• Minimal tech for the sake of tech add-ons that are not integral to the
product;
• Low-threshold apps—all developments able to be quickly launched
without too much drama or need for large-scale tech support (at least
until proof of concept is in);
• Quick turnaround on incremental improvements; and
• Flexible means for students to play (not too locked in).
Institutional Traits
• Leadership that is open to innovation;
• A defined and identifiable need with a concise elevator pitch (in
Niman’s case, engagement of at-risk first-year students); and
• Willingness for, or at least a tolerance of, novelty and ambiguity.
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Index