Professor Cliff Lampe Talks About Gamification in Academia (Video)
Professor Lampe is using gamification in his 200-student lecture classes to make them more interesting. He says big-class lectures can often be as boring for the professor as they are for the students. A little bit of game-type action can spice things up and make classes more interesting. Near the end of the video he points out that gamification is becoming popular for employee training in private enterprise, so why not use the concept in universities and other educational institutions?
And that's the main cause why I can't call that english...
But ty again, Sierra :)
Is it just me, or is gamification incredibly condescending?
As a future teacher I'm already working on a gamification system for my future classroom. I was inspired after watching this awesome edition of Extra Credits on PATV http://www.penny-arcade.com/patv/episode/gamifying-education which is definitely worth watching.
Because flunking people who don't care about learning is preferable to pandering to them?
[Sir Garlon] is the marvellest knight that is now living, for he destroyeth many good knights, for he goeth invisible.
Has there been any efficacy studies with respect to the workplace gamification of employee training? Not just efficacy in the employee being "trained" with the content, but actual outcomes based on the employee absorption of the training? I know that in some workplaces where I've been, being given time for training is considered a "perk" and the lower-performing (and perversely the ultra-effective) folks don't to go.
The real issue is that unlike a game, your status is a pale reflection of reality - many people in real life are very "stats oriented" while others view measurement of stats about their progress as limiting and depressing, and not reflective of their true worth (to the organization, as a person, etc). At one point, I vacillate between one extreme and another.
"I am not a number... I am a free man" sayeth the Prisoner.
Perhaps we should integrate this training into project and management methodologies such that training really reflects what you've actually done, and then try to "improve" absorption of the training by gamification.
Make sure everyone's vote counts: Verified Voting
It's no longer fun once someone forces you to do it. Then it just becomes insulting. Doubly so if you already know what they're trying to convey and will be penalized for poor performance at the game despite mastery of the material.
Give me Classic Slashdot or give me death!
Students don't care about fake points and badges. We already have points you earn in a course, they are called grades. As a university professor who has tried out gamification, most all students literally lie to your face and tell you it's a great thing (because they think that's what you want to hear) when they really didn't care about it at all. You find this out when you actually become friends with some of the upperclassmen they provide you an inside ear.
Honestly, if I'm paying $500 - $1000 *per lecture*, I'm going to sit and pay attention no matter how boring the material or the professor is. I realize that some professors or subjects are dull beyond comprehension, but you're actually *paying* to be there so sit up and listen. Get a good night's rest, read the material before coming to class, engage yourself in the discussion (or if there is no discussion, engage yourself in an internal discussion with questions).... no need to dress up like cartoon characters to make the class interesting like we're teaching 3rd graders with uncontrollable ADD. This is college. These are (ostensibly) adults. Give me a break.
If you add "gamification" to adult websites you'd have the perfect setup, hit all the pleasure centers. Hmm maybe I should revisit adding rewards to my own website and get some more naked women involved. I initially played with a reward system and decided that I didn't want to force "participation for points", maybe it will help if done as game/reward! - HEX
Horror & SciFi Erotic Nudes
I've never read so many "get off my lawn" posts about a topic. It's a technique. Not everyone has to use it. I know... it's different. And that scares you, but it will be okay.
I don't know that this would be a method I'd enjoy or not, but if it helps people actually learn a topic instead of memorizing answers, then I'm all for it.
I believe this is the same guy: http://umsalary.info/?FName=Clifford&LName=Lampe&Year=0&Campus=0
Funnily enough came across this article about the benefits and disadvatages of gamification about a month ago.
http://www.newstatesman.com/sci-tech/2012/11/gamification-does-it-make-business-more-fun-or-it-just-exploitationware
Apparently too much gamification can be a bad thing, as we'll become immune to it. But on a small scale can be an effective tool.
That would be SO fun! Wizards, dark magic, 12-sided dice, and even LARPing ... uh ... what was the class about again?
They call me the working man. I guess that's what I am.
Immediately in the video I'm struck by the heavy breathing of someone off camera which becomes incredibly distracting. Then we make it a whole 45 seconds in before a video clip with audio cuts over the interview so neither are understandable.
I stopped watching the video after the second instance of a clip stomping over the interview and decided to read the transcript. This is when I discover that Mr. Rozeboom can't get through the fact that the (surprise!) lady who was social media director didn't choose to dress up as Xena. /facepalm.
This is a pretty awful example of an interview, /.
There is a reason why "gaming the system" is a negative term. The skills to play the game are never quite the same as the skills to do the job.
is that this isn't such a bad thing.
looking at many responses so far, they could be interpreted as:
1) students now are immature, undisciplined
2) study should not be fun, study/learning should be hard work
why? because it was for you?
Rote memorization, an un-engaging speaker, dry material, are things that don't help learning.
why not leverage the brain's natural inclination to seize on the interesting thing? Maybe these kids, young adults, whatever go in with the best intentions, they are serious-minded, and this is a way to learn even faster? No one said that the curriculum itself will be dumbed down.
are actively against gamification as being kindergarten-esque and condescending, all the while refreshing their stackoverflow profile to see if they've gotten any new badges.
Okay two main problems with the audio:
The interviewer breathes loudly into the microphone while the interviewee is talking. It's kind of gross.
Secondly, when the two different scenes are mixed together (interview and in-class video) the speaking in one distracts from the other.
Had a friend taking some programming classes at a local community college. Helped him with the class and his programming at work afterward. In the class, they both semesters writing some dice game. It was a waste of time. Totally de-emphasized the most important elementary concepts. Afterwards I had to teach him everything they should have covered in class.
I mention this because it is often very effective to teach with games, and the students will be very engaged, but at least in the US we are still very focused on testable outcomes that can be efficiently graded. Therefore we have to build certain skills beyond the content into students. Such as reading and answering the question you are asked. Understanding that not every level, or question, needs to be completed. That there are are rules and processes, but sometimes a question can be asking to you modify those proceses to achieve an efficient product.
Also, there is a big problem in the classroom of looking like tea ching is going, not only for outside observers but also to the students. The students have to be focused on the learning. We have a bunch of games, computer simulations, online assistants that make learning much easier and fun that it used to be. However, either because the students are not focused on the details or because the teachers does not connect the games to the content, learning does not go on. This is a big, and rational, criticism of this teaching process and it is something that must be a focus if one is going to use this process.
A large part of learning has always occurred outside the classroom and what we call 'advanced students' often are able to learn despite what happens in the classroom. What makes a good teacher is the ability to connect with 66% of the population that makes up the average student. Games will be one way to do this, but is not going to make a bad teacher good, or alone save an average student.
"She's a scientist and a lesbian. She's not going to let it slide." Orphan Black
One of the Best classes I have ever taken. Students now have an incentive to learn, study, come to class, and do well. This class is enthralling in every aspect possible. I recommend that everyone take it, Lampe and the GSI's are great.
Compare a course where you would retain 30% of the content with a course where you would retain 70% of the same content: which would you choose?
Everyone whining about "pandering to the unmotivated" is missing the point: the current class/lecture model started over a thousand years ago and is not optimized for learning. In this century we now know much more about the neurological underpinnings of how people learn, so it makes sense that we should try to optimize the process.
College (or an online course, or work-related training) should be as effective as possible. Some lecturers have this figured out, but most don't.
Stanford is considered a hard school not because the material is difficult, but because it's presented in a way that's hard to learn. Only the brightest and most motivated students can thrive in that situation, which helps to build the "best and brightest" reputation. The reputation comes not from quality of education, but difficulty of education.
(Check out the online videos for Probabilistic Graphical Models by Dr. Daphne Koller at Stanford. Alternately, check out her book on the subject. The book is largely unreadable, and the videos are dreadfully obtuse. Her class at Stanford is well known as a weeder.)
One great aspect of the ongoing MOOC revolution is that everyone is competing on an open field. Instructors using more effective techniques will be perceived as better teachers while the "old-school, cannot change, it's always worked for me" crowd will be left in the dust.
Gamification is a technique for more effective teaching.
"why not use the concept in universities and other educational institutions?"
At first glance I read that as, "why not use that to corrupt universities and other educational institutions?"
We know where leadership by an anti-intellectual "strongman" who scapegoats minorities and likes boisterous rallies goes
"how are you going to continually assess students to make sure the class is learning, and not just following patterns or playing a game."
What do you know about learning? "Those who can't, teach." Teachers try to validate themselves by requiring students to pay attention to them, or else!
I prefer Socrates's method: teach for free, and don't give exams. If you end up in a state of aporia, that's okay. As Confucius says in The Analects, Book II Chapter XVII: "Yu, shall I teach you what knowledge is? When you know a thing, to hold that you know it; and when you do not know a thing, to allow that you do not know it;-- this is knowledge."
Instead of obsessing over whether a student is learning or not, and spending time trying to evaluate others, just concentrate on transferring knowledge; if you want to give assignments, ask the students to figure out something you don't know how to do yet. Work with the students to further knowledge, instead of acting as their adversary and withholding knowledge "with the closed fist of the teacher who keeps some things back" (Maha-parinibbana Sutta: Last Days of the Buddha, Part 2, Verse 32).
We can have a scoring system where they ask questions about the lectures afterwards and award a lettered badge...
we should call them ...
EXAMS! /facepalm
I only had one boring lecturer in my 4 year BS/EE, I -loved- lecture, especially physics, thermo, AI, and mechanics.
Whine whine whine.
https://www.accountkiller.com/removal-requested
The trades / hands on part is missing from college and college is not employee training.
Now tech schools don't get the respect they should and they should not be part of the college system.
what about the filler and fluff classes that force you to take that can cover stuff that you will never use or stuff that only helps on jeopardy.
There's no way I'm turning a class into a gaming exercise unless the educational benefit is a little deeper than button mashing, random luck, or playing roles.
One of the exercises I do is a game, but it lasts all term, students work in groups, and it is a realistic model of a real-world process -- a combination of a science and business process. They get a bit of "fake" money to work with, set up a company, get an artificial "world" to explore on a limited budget, and they get to practice real techniques in the artificial world to find the "prizes". If they do the scientific analysis right, they can increase the odds of finding a prize enormously (it isn't a random process), the scientific techniques are what I teach over the whole term, and their mock business will be more successful if they apply what they learn. This is not a game for its own sake, but a way to get some applied experience without needing a few million dollars and a job at an actual business to learn some hard lessons. Some mock companies do go bankrupt, but even that isn't necessarily bad if they are shrewd about how they sell their assets (companies can merge/buy-out others).
The students are naturally competitive in this situation. They get scored well for meeting certain goals during the exercise, most of which are easy to achieve if they put in some effort, but which they will fail if they don't (i.e. it's fair if they actually do something). For the course overall, it's not worth that much -- 10% -- and the amount of work needed to get a decent mark on that part of the course is proportional. But it is surprising how much extra work they will voluntarily put in for the achievement of getting the highest score among their peers. All the reaction I've gotten so far has been positive in terms of how much fun it is and in terms of what they have learned. I've run it for 3 years so far and make it a little more elaborate each time, but the basic formula of making it an application of lecture material and letting them "play" a bit with those principles does seem to help. I think of it a bit like a lab that would be impossible to do in the real world, but in an artificial world it is doable.
However, although I think the "game" principle can work, it can't be a mere kindergarten-style exercise. It took me weeks to set this thing up with a realistic world and rules that genuinely emulated the real-world situation. "Gamification" for it's own sake or purely to keep student attention seems ridiculous to me.
You apparently didn't watch the video. One of the biggest points, and easiest to pull off with minimal cash money ... simply count scores UP instead of DOWN.
That's part of what makes video games fun/addictive. You see a goal, and every step you make works towards that goal.
This signature is false.
college for college for all at the cost of hands / trades is bad over all.
* There is lot's thing that don't need 2-4-6++ years of pure class room.
* Not all people do good in areas where you need do good on cramming based tests vs more hands / open book tests.
* Parts of the tech fields move way to fast to fit well into the college time tables.
* Lot's of college don't have as many teachers who have done real hands on work that the tech / Community Colleges have.
* We need more stuff like the german dual education system.
* The higher levels of college are geared to staying in academia.
* CS are some colleges is high level theory that has big skills gaps with other parts of the IT field.
I am so sick of this. Part of academic rigor is cultivating the discipline to pay attention to things you are not immediately interested in. I-pads have helped erode attention span to alarming lows. Students and professors need to suck it up.
This kind of bullshit is why I dropped out last year, as a senior in a very respected informatics school. I landed a job paying well over the average of new grads too (10 k short of double!) so the piece of paper didnt matter too much I guess...
I was insulted that I paid over 1500$ for a course that involved pretty much nothing but watching movies about technology and commenting on how people interacted with it...I didnt work my ass off putting myself thru university to write an essay on the technological principals we learn from Treminator and The Matrix, I acn do that bullshit fine with my friends, a netflix subscription and a case of beer.
Fuck this douche bag and Fuck College!
You mean the ones that teach you how to write an English sentence?
And it is not really relevant here as we are specifically talking about engagement and grading. It does not matter if students are paying attention to a teacher or box. The key is that student engagement is the issue. Likewise, it does not matter whether grade are added up, or awarded based on tests, or level completed. What matter is that students are graded based on the content and skills they can demonstrate, not how they can manipulate the system to earn points.
This is where the games come it. They can hold the attention of the student. But a game is something that is an adversarial process, where information is held back, and must be unlocked by completed often unrelated tasks. The experience of the student in that a game is often separated from the knowledge and skill is exactly what causes it be difficult to use. For instance, I once used a game that was developed by people who were very smart and very familiar with teaching, learning, children, and assessment. Points were added and levels gained as the student when through the process. Some motivated students did very well. But many students just played the game to win, that is simply figured out what the game rules were, played by those rules, and then exited without significant learning.
Which is why simply saying that counting up, that rewarding the class for success, that being positive and engaging student self esteeem, is not sufficient and has not been sufficient since these things were in wide use 50 years ago, 100 years ago, I mean maybe even 10000 years ago. And what we are talking about is not educating a elite, but educating everyone. And to do that a wide array of methods must be used, not just the favorite or the one currently in fashion.
"She's a scientist and a lesbian. She's not going to let it slide." Orphan Black
I have been working in this industry for nearly a decade, and as far as I can tell, the entire concept is complete bullshit.
It's basically a circle-jerk for hacks who fancy themselves as revolutionary designers or educators. The reality is that there are no substantive results to speak of with regard to an improved learning experience. Nobody has managed to (legitimately) quantify the efficacy of game-based learning in any convincing way.
Still, I will keep going for my slice of the hype-pie before it all disappears.
Anyone over 10 who uses that word seriously is a fucking moron.
To have a right to do a thing is not at all the same as to be right in doing it
It's an attempt to provide a rounded education, I believe that should all have been done by the age of 18 before you go to college, but I get the impression that in the US you can graduate high school while being functionally illiterate.
To have a right to do a thing is not at all the same as to be right in doing it
"how are you going to continually assess students to make sure the class is learning, and not just following patterns or playing a game."
What do you know about learning? "Those who can't, teach." Teachers try to validate themselves by requiring students to pay attention to them, or else!
And those who can't teach criticise those who can. I'm an English professor in a European university and the reason I want my students to pay attention to me is that I really don't want to have to fail students at the end of the year. I'm trying to teach them useful things, and I've got to select what to teach based on a broad variety in levels (the ones into online games are pretty capable, but many of the others have next-to-no ability) so that I can test them all to see if they are capable of surviving in the next guy's class, based on what he's going to teach them.
However much we would like to measure each student's progress against themselves (and almost every teacher would like to do this) the reality is that we cannot teach every student individually, so we need to get them to a shared level so that they can continue to be taught together. If 15 of my first-years manage to learn 15 different subsets of the grammar and vocabulary of English, and I pass them all based on their individual knowledge and not on gaps in the knowledge we would want them to have, there will be no single lesson that the second-year professor can give that will be useful to all of them.
Got them moderator blues I blieve I walk out the do', With these mod-points I been gettin', I 'most never post no mo'
You apparently didn't watch the video. One of the biggest points, and easiest to pull off with minimal cash money ... simply count scores UP instead of DOWN.
That's part of what makes video games fun/addictive. You see a goal, and every step you make works towards that goal.
Positive/additive marking as opposed to negative/subtractive marking is not a new idea -- it has been proposed many times before. In fact, it is the core principle behind most language aptitude rating now. This is not what gamification is about.
It is one element of gamification, and as with all educational philosophies, one or two good points are held up to champion the entire philosophy.
The key defining factor in gamification isn't the additive marking, though: the key factor is the "achievements" -- that crack-like substance that people add to mindless, boring games to convince us to stick at them long enough for us to generate useful advertiser income. Think about it -- we've probably all played tons of games that aren't "fun", but we just need to finish it. What does that say about teaching? It implies that learning is boring -- it is not "Learning" is fun -- what is not fun is "not learning". So the core principle of gamification is to that the content is far less important than the presentation, and that is extremely dangerous.
It feeds directly into teachers' ego-saving strategies -- "it's not me, it's the student", "it's not me, it's the uncomfortable chairs", "it's not me, it's the colour of the paint" (yes, as soon as a study suggests that green aids concentration, you'll have teachers calling for the school to be repainted) -- and ultimately distracts teachers from looking critically at their material and their classroom skills. The best teachers are constantly refining their lessons based on classroom reactions.
The worst teachers don't refine -- they simply blame an external factor, such as teaching methodology. They jump on the next bandwagon that rolls past and discover it hasn't solved their problems at all. So they blame the system and wait for the next bandwagon. (ad nauseum -- or should that be "ad pension-um"?)
The last thing that education needs is a fad that actively pulls teachers away from thinking about the learning content and diverts their attention to the "paintjob".
The Penny Arcade version is an exercise in naive frivolity: "you can fly" as an alternative to a grade? What ever happened to teaching kids to appreciate knowledge for its own sake and for its own applications? The example task ( finding the quickest path between two subjects ) was of very little pedagogical value. Yes, it is of some pedagogical value, but the idea of bonus points for the "winner" hyperinflates its importance to the student. In effect, you end up marking for students' time, not for what they've learned. Furthermore, the notion of having a winner at all goes against the notion of grading the student as an individual.
And it is not a truism that competition motivates. Those kids lacking agency? They have a pessimistic outlook. They don't expect to win. So they don't take part in the race. I've personally found myself in the "not taking part" category -- mostly when it comes to selling raffle tickets or the like. The person who sells the most raffle tickets gets a gift voucher or something. I know I'm not going to win (others have large church groups, book groups, lots of friends and family locally etc) -- so what happens? I don't even bother taking a single book of tickets. If there had been no incentive, I would have sold one or two. But what's the point of entering the competition if you're not going to win? So what they're proposing is not a cure for alienation, but yet another cause for it. OK, it's alienation for different people, but it's not a cure-all -- it's simply robbing Peter to pay Paul.
Got them moderator blues I blieve I walk out the do', With these mod-points I been gettin', I 'most never post no mo'
And even the achievement thing isn't that new either. I'm sure most of you will have heard of the scouts or the girl guides. "Merit badges" as the US calls them (they're just "badges" or "scout/guide badges" as far as I was concerned as a kid growing up in Scotland) motivate kids by giving them proof of their achievements... and that's where the games got the idea from.
But there's a big difference between scout badges and game achievements: the scout badges all are proof that a particular useful skill has been mastered by the learner, but many achievements in video games are frivolities. "Killed 1000 enemies with the rail gun" doesn't reward skill, just persistence. The Portal Steam achievements include falling a ridiculously long distance, which means falling between two portals multiple times. Difficult to do without drifting slightly and landing accidently. The level of control required to do it is very high, but it's not a genuinely useful game skill.
The Scottish education system attempted to build assessment based on the scout-like idea of unitary skills -- the ScotVEC modules built up to an NVQ or GNVQ. Guess what? It didn't work. Skills are interdependent and linked, and the school is still restricted by timetabling constraints.
But most gamification isn't even a rehash of the "module" system (which is still alive and well anyway and damning many educational establishments to mediocrity), it's the game achievements. It's frivolities and non-curricular goals, and the model presented on Penny Arcade is one of the worst I've seen.
Got them moderator blues I blieve I walk out the do', With these mod-points I been gettin', I 'most never post no mo'
has anyone else been there
anything that hip has to be wrong (and, the link to his MSU webpage is broken - what does it tell you when a communications Prof has a broken link to his own webpage ?)
What is a Game? In my book:
(I) a well defined Goal
(II) a set of Strategies which each player may choose from
(III) Rules for translating the Strategies into a Score (measuring progress to the Goal).
It seems to me that any education system with grades is - in a sense - Gamified. We have been tallying points for centuries. The only difference is to what extent the Rules are clearly defined.
It is however, in my experience some of the most valuable lessons I have learned are:
(I) the Rules in Life are not at all obvious (if they exist at all)
(II) Goals in Life are also not always clear - and even if they are, they frequently change.
Thusly in contrast to the Game stand Play. When in Play - there are no rules, and no clearly defined goals (except having a good time). Those who Play form their Goals, their Rules and their Strategies as they go along. They can also change them as they go. While this is not necessarily the approach to education - it IS the way things go in the real world.
Go and sort out the stereo separation on future vids, will you? I appreciate you've dedicated one mic to the interviewer and one to the interviewee, and then fed them into the left and right channels, but for those of us who watch videos with headphones on, it's really distracting to have one guy in your right ear and the other in your left. A mix-down to mono would do the trick quite nicely. Thanks.
Got them moderator blues I blieve I walk out the do', With these mod-points I been gettin', I 'most never post no mo'
There is no silver bullet. Teachers egos are not the problem. Teachers do not do things just because it is easy and the way it always has been done. Anyone can make a presentation with some ideas, or puts words in a book, but that does not mean those ideas are universally applicable or applicable to the present case. There are a lot of people going into a profession assuming the previous players were incompetent. That is seldom the case.
Adding points to zero is an effective way to motivate students, and I encourage you to use it in your classroom. However, some students are going to interpret it as your way of putting them done, they do start at zero instead of 100, and your way of asserting you power over them to feed your ego. Remember that a teacher is not the center of the universe, and students do not sit in rapture building their reality based on what a teacher says. For the most part they ignore the teacher and build reality based on what they think and feel should be true. A teacher is just another data source, and often not a particularly trusted one. A teacher may try to explain a system of grading, but at the end of the day the student is not going to accept that they cannot gain a level because they forgot about one rule. They will blame the teacher's ego and think it is unfair.
Instead of obsessing over whether a student is learning or not, and spending time trying to evaluate others, just concentrate on transferring knowledge; if you want to give assignments, ask the students to figure out something you don't know how to do yet. Work with the students to further knowledge, instead of acting as their adversary and withholding knowledge "with the closed fist of the teacher who keeps some things back".
Congratulations, you have just reinvented the wheel.
The classic lecture system is an extremely resource efficient means of "transferring knowledge", because it has an attractive one-to-many broadcasting model. However it has proven deficiencies in the full concepts actually landing into mental schemas that yield usable skills. That is why competent teachers think about "whether a student is learning or not".
This is not a new discussion among professional educators. It goes back, oh, some 150 years, when the onset of the industrial revolution created a demand for technical professionals that far outstripped what the traditional apprenticeship model of education could provide.
Your suggestion (" ask the students to figure out something you don't know how to do yet") is not fundamentally a bad idea, not at all. But in actual implementation it is an expensive one. What if the student's project goes off the rails? What if the work is crappy? Most students need some amount of expert guidance, unless you are willing to let students fall through the cracks by the boatload. Or do you just let incompetent people get their degrees because you are above worrying about silly things like "whether a student is learning or not"?
Expert guidance means creating a mentor-apprentice model, even if a lightweight one. That is expensive.
As a student in SI110 this year, I can attest that Cliff Lampe is a top notch babe, both intellectually and visually. I have never more consistently attended a class that didn't take daily attendance-- because I actually enjoyed hearing him speak, even about things that aren't interesting like copyright law (because there was plenty more to this class than just dressing up in costumes). He has more genuine, energetic personality than any other instructor I've had to date, and I wanted to succeed in his class, not only because I value my grades but also because I wanted to make him proud like a mama bird or some shit.