Creating Gamified Collaboration Software for Education: A Design - - PowerPoint PPT Presentation

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Creating Gamified Collaboration Software for Education: A Design - - PowerPoint PPT Presentation

Creating Gamified Collaboration Software for Education: A Design Science Perspective Antti Knutas Lappeenranta University of Tech. & Lero, the Irish Software Research Centre Structure 1. Introduction 2. Design science research 3.


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Creating Gamified Collaboration Software for Education: A Design Science Perspective

Antti Knutas Lappeenranta University of Tech. & Lero, the Irish Software Research Centre

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Structure

  • 1. Introduction
  • 2. Design science research
  • 3. Designing for gamification
  • 4. An approach to create algorithm-based

personalization

  • 5. Future work and conclusion
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To Start With (terms and introduction)

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Defining terms

  • Gamification
  • ”applying game mechanics to non-game

environments for gameful or playful affordances”

  • Socio-technical system
  • “a complex system which involves both

physical–technical elements and networks of interdependent actors”

  • Collaboration
  • “the action of working together with the same

goals”

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Introduction

  • Topics of the day: Gamification, collaborative

software and design science research approach

  • Gamification – well research and applied
  • Collaboration – Johnson & Johnson and others
  • Descriptive knowledge in gamification – well

supported by theories (Deci & Ryan and others)

  • How about results and rigour in prescriptive

knowledge? (gamified system design and implementation)

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Design Science Research

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Design Science Research

  • From information system sciences
  • Applicable where technological and social

systems intersect

  • Aims to create prescriptive knowledge through

the application of innovative artefacts

  • Both useful and help to understand the

problem

  • “Validity evaluated through utility”
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DSR: The Big Picture (one possible setup)

Knutas et al. 2018 (forthcoming)

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DSR: Three Cycle View

Hevner et al., 2004

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Design Science Artefacts

Contribution type Example artefact More abstract, complete, and mature knowledge Level 3. Well-developed design theory about embedded phenomena Design theories (mid-range and grand theories) Level 2. Nascent design theory— knowledge as operational principles/architecture Constructs, methods, models, design principles, technological rules. More specific, limited, and less mature knowledge Level 1. Situated implementation

  • f artefact

Instantiations (software products or implemented processes) Gregor & Hevner, 2013

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DSR: Evaluation

Ostrowski, Helfert, et al. (2011-2013); Goldkuhl & Lind (2010)

Abstract design knowledge informs the creation of situational design. Situational validates abstract. All steps are grounded.

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Designing for Gamification

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Designing for Gamification

  • “Gameful and playful experiences”
  • Often used for engagement or motivation
  • System is more than a sum of its parts
  • Just as difficult as designing any engaging

experience or a “fun” game

  • Experience of fun varies. Userbase is

heterogenous.

  • Often misunderstood: Pointsification and “evil

gamification”

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Designing for Gamification: Deterding’s “Lens of Intrinsic Skill Atoms”

  • “User's activity entails certain inherent, skill-based

challenges”

  • “Intrinsic integration between the content and the

gamification mechanic”

  • Gameful system should support user goals by
  • Directly facilitating their attainment
  • Removing all extraneous challenges
  • Restructuring remaining inherent challenges into

nested, interlinked feedback loops (of goals, actions, objects, rules, and feedback that afford motivating experiences)

Deterding, 2015

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Designing for Gamification: Deterding’s design steps + personalization algorithm

  • 1. Define gamification strategy
  • 2. Research
  • 3. Select personalization strategy (novel)
  • 4. Synthesis: Activity – challenge – motivation

clusters

  • 5. Ideation
  • 6. Distill rules into an algorithm (novel)
  • 7. Rapid prototyping

Deterding, 2015; Knutas et al., 2018 (forthcoming)

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Algorithm-based Personalization

Artefact Design Process

Knutas, A., van Roy, R., Hynninen, T., Granato, M., Kasurinen, J., & Ikonen, J. (2017). Profile-Based Algorithm for Personalized Gamification in Computer-Supported Collaborative Learning Environments. In Proceedings of the 1st Workshop on Games-Human Interaction (GHITALY 2017). (CEUR-WS | Preprint from ResearchGate)

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Research goals

Motivation -> Gamification, a one size fits all solution?

  • 1. How can personalized gamification features be

designed to address the preferences of different user types?

  • 2. How could customized, profile-based

gamification challenges be assigned to different users in CSCL environments?

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Personalization -> effectiveness?

  • Different users interpret, functionalize and

evaluate the same game elements in radically different way (Koster)

  • E.g. there are five different functions a user can

ascribe to a badge (Anton & Churchill)

  • Personalization has been successful in other

digital contexts

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Approach

  • Deterding’s gamification design process
  • Synthesis: Apply relevant theories
  • Self-determination theory +
  • Design heuristics for effective gamification

(van Roy et al.)

  • Ideation: How to personalize?
  • Marczewski’s gamification user types +
  • Lens of intrinsic skill atoms (Deterding)
  • Iterative prototyping: Rules -> CN2-based rule

generator based on expert panel created examples

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Design heuristics for effective gamification (van Roy et al.; relevant examples)

  • #1 Avoid obligatory uses.
  • #2 Provide a moderate amount of meaningful
  • ptions.
  • #5 Facilitate social interaction.
  • #7 Align gamification with the goal of the

activity in question.

  • #8 Create a need-supporting context.
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Marczewski’s1 gamification user type hexad

  • 1. Marczewski, A. (2015). User Types. In Even Ninja Monkeys Like to Play: Gamification, Game Thinking and Motivational Design (1st ed., pp. 65-80). CreateSpace

Independent Publishing Platform.

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Constructing the rules (an example)

  • Goal:

Get other team to assist yours

  • Action:

a) Point out a task to the other team b) Task is solved

  • Object:

(system state)

  • Rules:

(system functionality)

  • Feedback:

Notifications, team status

  • Challenge:

(inherent difficulty)

  • Motivation:

Relatedness

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Algorithm and system architecture

Backend: CN2 rule inducer Example CN2 rule:

IF Hexad = Free Spirit AND Chat Activity != Low AND Ownteam

  • pentasks = high AND Own- team

task age = high AND Ownteamactivity != high THEN Challenge_class = 7

  • 1. Interaction
  • 4. Response and

gamification tasks (2). User behavior parameters (3). Gamification task proposal, if conditions match

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Application environment #1

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Application environment #2

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Outcomes

  • Novel approach to create personalized

gamification rulesets using a framework for effective gamification (level 2; method artefact).

  • Novel results: Personalization of rules and

content through user preferences - one of the first implementations for gamification (level 1; instantiation artefact)

  • What next: Evaluation of both levels of artefacts
  • > design evidence
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Outcomes bonus: All material available libre https://github.com/aknutas/ludusengine

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To Sum It Up (conclusion and future work)

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In conclusion

  • Design science research can benefit overall

gamification research in the form of design theories and better evidence

  • Social sciences research can contribute to

(applied) gamification research in the form of better kernel theories

  • What is missing in the field: More design

recommendations for the application domain rigorously supported by evidence (and connected to kernel theories)

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Future work

  • Formalizing, publishing, and evaluating

personalization design process

  • Publication forthcoming
  • Higher level artefact – more challenging

evaluation

  • Evaluating the connection between gamification

features and types of motivation

  • Design recommendations require concrete

evidence – currently missing in the field

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Thank you; let’s keep up the discussion

  • nline!

Web: http://anttiknutas.net Twitter: @aknutas Email: antti.knutas@lut.fi