Creating Gamified Collaboration Software for Education: A Design - - PowerPoint PPT Presentation
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.
Structure
- 1. Introduction
- 2. Design science research
- 3. Designing for gamification
- 4. An approach to create algorithm-based
personalization
- 5. Future work and conclusion
To Start With (terms and introduction)
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”
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)
Design Science Research
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”
DSR: The Big Picture (one possible setup)
Knutas et al. 2018 (forthcoming)
DSR: Three Cycle View
Hevner et al., 2004
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
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.
Designing for Gamification
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”
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
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)
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)
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?
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
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
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.
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.
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
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
Application environment #1
Application environment #2
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
Outcomes bonus: All material available libre https://github.com/aknutas/ludusengine
To Sum It Up (conclusion and future work)
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)
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
Thank you; let’s keep up the discussion
- nline!