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ARCS model and Gamification in Online Training: Impact on Adult Learners’ Motivation
Athina Konstantinidou, MEd Candidate in Educational Technology
Efi Nisiforou PhD, Lecturer in Distance Education
University of Nicosia,
School of Education
MoodleMoot, GR- CY, 2020
Overview
1 Introduction Gamification and ARCS
The design framework
2
3 4 Example of application
MoodleMoot, GR- CY, 2020
5 Preliminary results
1. Introduction
online courses of lifelong learning :drop outs
success relies on motivation
effective design of an online course
sustain learners’ motivation
1(Bakar, Yusof, Iahad & Ahmad, 2017; Pursel, Zhang, Jablokow, Choi & Velegol, 2017)MoodleMoot, GR- CY, 2020
1. Introduction
Gamification ARCS motivational design model
2
Aim
design of an online training course to enhance learners’ motivation and engagement
MoodleMoot, GR- CY, 2020
2. Gamification
Gameless context Gameful one
3
e.g. training, education, business characteristics found in games
(Yohannis, Prabowo & Waworuntu, 2014; Zichermann & Cunningham, 2011)MoodleMoot, GR- CY, 2020
2. Gamification
Elements:
❏ Avatars❏ Badges❏ Fight/ Boss Fight❏ Content unlocking❏ Gifting❏ Leaderboards❏ Levels❏ Points❏ Quests❏ Teams
Mechanics:
❏ Challenges❏ Chance❏ Competition❏ Cooperation❏ Feedback❏ Rewards❏ Turns
Dynamics:
❏ Constraints❏ Emotions❏ Narrative❏ Progression❏ Relationships
4(Werbach & Hunter, 2012)MoodleMoot, GR- CY, 2020
1 3
24
● perceptual arousal● inquiry arousal● variability
AttentionConfidence
● goal orientation● motive matching● familiarity
Relevance
Satisfaction
2. ARCS model
● learning requirements● success opportunities● personal control
● intrinsic reinforcement● extrinsic reward● equity
5(Keller, 2008)MoodleMoot, GR- CY, 2020
Analysis
Design
Development
Evaluation
3. The design framework
6(Keller, 2008; Keller, 2010)MoodleMoot, GR- CY, 2020
➢ Obtain course information
Analysis
3.The design framework
➢ Obtain audience information
➢ Analyze audience
➢ Analyze existing materials
➢ List objectives & assessment
Design Development Evaluation
➢ List potential tactics
motivational strategies & gamification elements
➢ Select and design tactics: incorporate gamification
➢ Select & develop materials
Digital tools
+
Moodle
➢ Evaluate & Revise
7(Keller, 2008; Keller, 2010)
1
4. Example of application
Training on how to design, develop, deliver online lessons
EFL teachers of Greece 2
3Adults: limited time available,4 week training
Practical tips,Immediate application4
Analysis
8
MoodleMoot, GR- CY, 2020
4. Example of application
variety of educational activities and tools, customization with gamification plugins
Design
9
Gamification
Attention
❏ narrative
❏ progress bar
❏ levels
❏ content unlocking
Tactics❏ Perceptual arousal:
real-world examples, humour, conflict, visualization
❏ Inquiry arousal:
active participation, critical thinking, brainstorming
❏ Variability: variety of methods and approaches
Moodle activities
4. Example of application
Design
❏ Lesson activity
❏ H5P
❏ SCORM: Articulate
❏ Padlet
❏ Nearpod
10
MoodleMoot, GR- CY, 2020
❏ avatars-profile
❏ narrative
❏ competition
❏ cooperation
❏ Goal Orientation:
explain present and future use of learning content
❏ Motive Matching:
match learning to students’ needs
❏ Familiarity: link to previous experience
4. Example of application
Design
❏ Profile creation
❏ Wiki
❏ Forum
❏ Glossary
Relevance
11
Tactics Gamification Moodle activities
MoodleMoot, GR- CY, 2020
❏ narrative
❏ progress bar
❏ points
❏ leaderboards
❏ levels
❏ Learning Requirements:
state objectives, prerequisites
❏ Success Opportunities:
provide feedback, opportunities for self-growth, gradual difficulty
❏ Personal Control: over their learning process
4. Example of application
Design
❏ Progression
❏ Checklists
❏ Labels
❏ Quiz - Feedback
Confidence
12
Tactics Gamification Moodle activities
MoodleMoot, GR- CY, 2020
❏ narrative
❏ progress bar
❏ levels
❏ content unlocking
❏ Intrinsic Reinforcement:
opportunities to apply newly learned skills in authentic contexts
❏ Extrinsic Reward:
external reward, prompt feedback
❏ Equity: equal treatment and assessment
4. Example of application
Design
❏ Quiz
❏ SCORM: Articulate
❏ H5P
❏ Padlet
❏ Edpuzzle
Satisfaction
13
Tactics Gamification Moodle activities
MoodleMoot, GR- CY, 2020
4. Example of application
Challenge: study material, activities, quizzes
Narration
Feedback Content unlocked - progression
Points - Level up - Badge
Engagement loop
14
Design
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4. Example of applicationDevelopment
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15
Development
NarrationChallenges
4. Example of application
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16
Development
17
Lesson activity
H5P Matching activity
4. Example of application
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Development
18
Collaborative wiki
4. Example of application
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Development
19
Quizzes:
points to level up
Learning progress
4. Example of application
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Leaderboard
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20
Development
Badges
Certificate
4. Example of application
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21
5. Preliminary results
Impact on motivation Further Agenda
➢ control - experimental group
➢ other gamification elements
➢ synchronous activities
➢ other disciplines
❏ Attention: narrative, content unlocking,
interactive presentations
❏ Relevance: goal presentation, map
❏ Confidence: progress bar, feedback
❏ Satisfaction: overall structure, certificate 22
References
Bakar, N.F., Yusof, A.F., Iahad, N.A., & Ahmad, N. (2017). Framework for embedding gamification in Massive Open Online Course (MOOC). Paper presented at 2017 International Conference on Research and Innovation in Information Systems (ICRIIS), 1-5. doi: 10.1109/ICRIIS.2017.8002496
Keller, J. M. (2010). Motivational Design for Learning and Performance: The ARCS model approach. New York, NY: Springer. doi:10.1007/978-1-4419-1250-3
Keller, J. M. (2008). First principles of motivation to learn and e3‐learning. Distance Education, 29(2), 175-185. doi: 10.1080/01587910802154970
Pursel, B. K., Zhang, L., Jablokow, K. W., Choi, G. W., & Velegol, D. (2016). Understanding MOOC students: motivations and behaviours indicative of MOOC completion. Journal of Computer Assisted Learning, 32, 202– 217. doi: 10.1111/jcal.12131.
Werbach, K., & Hunter, D. (2012). For the win: How game thinking can revolutionize your business. Wharton Digital Press.Yohannis, A.R., Prabowo, Y.D., Waworuntu, A. (2014, November). Defining gamification: From lexical meaning and process
viewpoint towards a gameful reality. Paper presented at the 2014 International Conference on Information Technology Systems and Innovation (ICITSI), Indonesia.
Zichermann, G., & Cunningham, C. (2011). Gamification by Design- Implementing Game Mechanics in Web and Mobile Apps. Sebastopol, CA O'Reilly Media.
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MoodleMoot, GR- CY, 2020
Athina Konstantinidou, MEd Candidate in Educational Technology,
Efi Nisiforou PhD, Lecturer in Distance Education, [email protected]