More on badge design

A couple of references that I’ve come across in the last couple of days.

  • Carla Casilli, who is the project lead for Mozilla’s Web Literacies and Webmaker Badges, has a great blog, which focuses at length on badge system design.
  • Antin & Churchill’s (2011) paper on the psychological functions of badges in social media. They describe five psychological motivations for using badges: 1) setting goals; 2) providing an overview of the possibilities of the system; 3) encapsulation of reputation; 4) status symbols and personal affirmation; 5) group identity.

Principles of motivational badges 1.0

I’ve been thinking a lot recently about the use of badges as a way for learners to gain recognition for their achievements, because they’ve come up on a couple of projects I’m working on. While, in principle, I’m very much in favour of an open, flexible assessment system such as badges, I do have some reservations to their use.

An academic colleague surprised me last week by saying “badges are a terrible idea, they’re for children, my students would think they were back in primary school.” Now this is a colleague who I had seen the evening before taking part in a ‘who can make the best napkin hat’ competition, so I know she’s certainly not averse to games and playfulness. She’s got a point: badges – like game-based learning – won’t appeal to everyone and may demotivate many students, but that’s not a reason to disregard them wholesale, more a call to thoughtfully consider how to use them to best effect.

For a gamification project I’m working on, drawing on research on games and motivation (as well as a fair amount of game playing), I’ve created some principles of badge system design for learning. These are really a first attempt, and I’d really appreciate any comments, feedback, suggestions, and additions.

  1. Simplicity. Don’t try to encapsulate too much information in a single badge. A 2×2 (type and level) matrix is sufficiently complex. Each badge can then have a clear, uncluttered visual identity.
  2. Variety. Provide a large number of badge types, so that different learners on the same course can develop completely different badge sets but can still identify as part of a group. This allows for exploration and identification of possibilities.
  3. Exponential progression. As learners move through levels, badges should become increasingly difficult to achieve. Early badges should be gained quickly to give learners a feeling of mastery, later ones should take longer and be more complex.
  4. Fairness and clarity. Is is crucial that badges are perceived to be fair, so that the criteria for achieving one is clear and transparent (not necessarily before it is achieved).
  5. Surprise. The unexpected can be a massive motivator, so create badges that are not known in advance (but are still fair and clear why they were awarded in retrospect).
  6. Achievability. Each subsequent badge should build on previous ones to be seen as achievable, yet still challenging.
  7. Collections. Humans like to arrange things into sets and complete collections, so grouping badge sets into collections can add another motivational layer (but with associated complexity).
  8. Humour. Not all badges have to be serious (my colleague might disagree with me on this one).

As with any game-based element, I believe that badges can be used to motivate some of the people some of the time, if used thoughtfully and purposefully. My concern is that when they’re used ‘because we have the technology’ that they may end up actually pissing students off rather than motivating them. I’m going to finish with a quote from Werbach (2012) who reminds us: “don’t mindlessly attach extrinsic motivators to activities that can be motivated using intrinsic regulators.”

Werbach, K. (2012). For the win: how game thinking can revolutionise your business. Philidelphia, PA: Wharton Digital Press.

Tools for game building

The Making Games in Collaboration for Learning (MAGICAL) project, in which we’re a partner, has just released an updated version of its list of game-making environments (pdf). It contains information about nearly forty different game-building tools, classified by cost, game-type, and type of access (i.e. online or download).

One thing that struck me is the lack of online tools for game-building. Given the practicalities of gaining access and installing software on most institutional computers, this is a real barrier to game-building in the classroom.

Happy New Year!

Well it’s another year over, and a new one just begun. Time for resolutions (blog more regularly, exercise more, eat less cake) and reflections. I thought that I’d start the new year with some thoughts about the five most memorable things that I’ve learned in 2013.

  1. LARP (live action role play) does not (necessarily) involve sweaty teenagers, with multi-sided dice, pretending to be goblins. Actually, it sounds a lot more active and fun than that, focusing on play and moving beyond reality to experience new things. If you can get beyond the stigma behind the words ‘role playing’ (at least in the UK) this has amazing potential for learning (see my previous post for some great references).
  2. Being an online student is hard. Really hard. Just over a year ago I enrolled in Edinburgh Napier’s fully online Blended and Online Education course (one of the longest running and well-thought of courses in the area), mainly because I was asking the rest of the course team to do it so I thought it was only fair. Also, I’ve got years of experience in the area, so it’s going to be a breeze, right? Sadly no, it’s been a bit of a slog, because they seem to expect me to do things, and read things, and think about things, and complete assignments, and make stuff, and discuss stuff, and so on. Brilliant experience though, and it’s fully recommend it to anyone interested in teaching online, even if only to experience the loneliness of the long distance student.
  3. FOTE (Future Of Technology in Education) is the conference to be seen at. I spoke at it last year, and it really has an amazing buzz, with people interacting on and off-line, tweeting throughout. The immediate feedback from a talk is amazing, as well as the ability to discuss a talk while it’s going on.
  4. Other people are great. Yes, it probably shouldn’t have taken me forty years to come to this conclusion, but collaborating in groups such as the ALT Games and Learning SIG, the Games and Learning for Older Adults partnership project (we talk more than we blog) and with colleagues at conferences such as ECGBL has really made my year. In general, game-based learning people seem to be really fun and creative, but then with a common passion for play perhaps that isn’t surprising.
  5. It’s surprisingly easy to create location-based games. I recently discovered the magic of ARIS, a free online tool, for building virtual treasure hunts, adventures, or data collection activities (sadly limited to iOS). We recently ran a session with a group of undergrad geography teachers, and I’ve never seen a group of students move so quick, or so much enthusiasm for running round a soggy campus. Definitely my ‘one to play with’ for 2013.

Finland has it all

A couple of weeks ago I was lucky enough to be invited to Tampere to act as an opponent in a doctoral defence. Coming from the UK, where a PhD viva involves being asked difficult questions for a hour (if you’re lucky) followed by a quick pint (if you’re very lucky) the formality of a public viva, followed by a cake ceremony, followed by an evening banquet, was a bit intimidating, but not unwelcome. I shall certainly be trying to initiate the post-viva cake ceremony here.

I was invited to oppose the doctoral thesis of J. Tuomas Harviainen, which was based around an hermeneutic analysis of live action role play (LARP) from an information systems perspective. I was also pleased to meet Markus Montola, who successfully defended his doctoral thesis a few weeks before, in the area of role-play and pervasive gaming (Markus is also an author of Pervasive Games: Theory and Design, which – to my shame – has sat, unread, on my bookshelf for the last year).

It’s good to see some really sound and robust research and analysis in a neglected area of gaming, and both of these theses are well worth a read. I think that Finland is definitely somewhere to watch for interesting further developments in this area.

When is a game not a game?

I’ve been engaged in some discussion on twitter about The Blood Typing Game, which is designed to demonstrate the principles of blood typing to a ‘younger audience’ (whatever that might be). In this ‘game’ players have to draw blood from a patient, put it in test tubes, interpret the results and, based on this, select appropriate blood types for a transfusion. Now, this is a nicely designed piece of multimedia, it’s easy to use, the interface is intuitive, and it’s aesthetically pleasing. It also certainly supports learning about blood typing, through tutorials and the ability to practice and make mistakes. But does this make it a game?

For me this is essentially interactive educational multimedia. Fiona Trapani argues that it fits the definition of a game: “goal, clear rules, feedback and voluntary” but these factors are not unique to games. There are ‘game’ elements present: the use of ‘missions’, scores, leaderboards, achievements. There’s even a basic narrative (‘twins are brought into the emergency room…’) that doesn’t seem to go anywhere or influence the core interaction in any way. You could remove all of these ‘game’ elements and you’d still have a nicely designed, easy-to-use, piece of interactive media for learning.

So is this a game, or simply the gamification of  interactive educational media? I would have said the latter, for certain, but for Katie Piatt‘s comment that it is “playful”. I agree to some extent: you can take blood from the head instead of an arm, you can give the wrong blood type and make the patient scream, but the scope for exploration and play is very limited. Is this playfulness enough to make it a game? I’m not convinced.

 

  • Nicola Whitton

    This blog contains my personal musings on games, learning, computers, engagement, fun, playfulness, technology, and other stuff that takes my fancy.

  • Previous posts

  • Categories

  • Meta