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Wednesday, June 12 • 2:30pm - 3:30pm
Gameful Mechanics (Part 2)

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This individual papers session, ”Gameful Mechanics (Part 2)”, will include the following:

Game-like Design Model
The author outlines a proposed game-like design model for teachers to employ when planning courses, units, and lessons. The author calls for teachers to work as designers of experiences and facilitators of learning. The design model consists of three phases: Wonder, Play, and Make. The Wonder phase is centered on inducing cognitive dissonance, defining roles and identities, and starting to unveil the challenge. The Play phase calls for teachers to design experiences that are similar to levels within video games, and that allow students to explore and tinker, while experiencing both challenge and support. The Make phase consists of clearly defining the challenge, setting the conditions for the Make, and a call to share. The paper concludes with additional possibilities and constraints.
Michael Donhost

Effect of Customization on Game Experiences of a Massively Multiplayer Online Game Players
This study investigated the role of customization as function of user control in a Massively Multiplayer Online game (MMO), Lord of the Rings Online. It extends and adds to the studies examining the effects of choice as a vehicle to understanding users’ dynamic relationships with new media. Sixty six participants data were collected over ten hours of gameplay in four sessions to measure the effects of customization on players’ reported experiences. Participants’ game play experience was assessed with Likert Scale questionnaires and semi structured interviews. Results indicate that players who were able to customize various aspect of the game were more engaged in gameplay than those who did not get to customize. Additionally, the customizers' engagement increased as amount of gameplay time increased . The theoretical and practical implications of these findings are discussed within the context of game design and research.
Selen Turkay, Charles Kinzer, Sonam Adinolf

Designing a Game-Inspired Learning Management System
Through the experience of implementing game-inspired grading systems in undergraduate courses at a large university, we found ourselves pushing the boundaries of what was functionally possible in current Learning Management Systems. Simultaneously, students reported difficulty understanding the core requirements of the course ‘game’, recognizing the various pathways available for them to succeed, and assessing their course performance. In response to these articulated needs (and using the classic videogame user dashboard as inspiration) we developed a custom learning management system to better support game-inspired courses and foreground the affordances of gameful course design.
Caitlin Holman, Barry Fishman, Stephen Aguilar 

Sebastian Deterding, Discussant

avatar for Sebastian Deterding

Sebastian Deterding

Chief Something Something, coding conduct
An aspiring architect in the cathedral of human understanding. Designer and researcher working on playful and gameful design.

avatar for Stephen J. Aguilar

Stephen J. Aguilar

Ph.D. Candidate, ABD & Visiting Scholar, University of Michigan / UC Irvine
I am an ABD in Education and Psychology at the University of Michigan, and research the design, efficacy, and motivational implications of learning analytics applications. Specifically, I am interested in how representations of achievement influence students' academic motivation and self-regulated learning strategies. My dissertation study focuses on capturing and measuring students' sense-making processes when exposed to potential visualizations... Read More →
avatar for Barry Fishman

Barry Fishman

Ann Arbor, MI, United States of America, University of Michigan, Ann Arbor
Gameful learning, GradeCraft, motivation, higher education

Caitlin Holman

Ann Arbor, MI, United States of America, University of Michigan, Ann Arbor
avatar for Selen Turkay

Selen Turkay

Games 4 Learning Institute

Wednesday June 12, 2013 2:30pm - 3:30pm

Attendees (39)