Internet Learning Volume 4, Number 2, Fall 2015 | Page 93

Internet Learning In past online and hybrid classes, new students who were unfamiliar with the team project format dreaded working in online classes on the team projects. The instructor noted that they were slow to get oriented and begin the team activities, and spent much of the first few weeks reflecting on the requirements and their individual needs. The learners provided excellent posts during the first week’s introductions, but for some students, the difficulty in coordinating team activities reduced the quantity of discussion posts and the energy level seemed to plateau. Past class offerings used different strategies, including assigning students to teams and allowing students to form their own teams. The problem with either team formation strategy was that the team progress was slow and project delays had the risk of increasing stress later in the term and turning the project’s activities into a heroic effort on the part of the project’s integrator. Using gamification design in the online course rubrics offered opportunities to reduce anxiety, encourage early teamwork and remap the perceptions and beliefs on the value of online teamwork. It is these values and beliefs combined with the focus on completing the project tasks that illustrate the power of Wilson’s models as noted in Figures 1 and 2. Without understanding the perception of learners as players, and finding mechanisms to support their fears and support skill development through routine feedback; the game might have been a light-hearted activity rather than a new way to think about the utility of teamwork in online games. Gamification Design: Metaphors and Game Mechanics The game design process featured identifying game metaphors that fit the values and needs of the students (what students wanted) with the necessary tasks (curriculum and course assignments). The game mechanics offered rewards of value to the students (in this case, gold coins) that had a one-to-one relationship with the rubrics and point values used to evaluate progress and assign grades in the course. For example, a 25-point assignment was worth 25 gold coins. Partial completion of the task could earn fewer coins, similar to incomplete work on a class activity. In addition to these direct measurements, the game featured incentives that were advertised and available to each player to encourage the learners to extend themselves as they tried different ways to communicate, collaborate, complete the project tasks and integrate their individual efforts into a cohesive document. gamification design in the online course rubrics offered opportunities to reduce anxiety, encourage early teamwork and remap the perceptions and beliefs on the value of online teamwork. While games may encourage awareness and energy through the perception of competition, in online classes that do not grade on a curve, striving for excellence is not limited to the top percent of the class. Yet seeing progress over time and the relationship of user needs with tasks as they were completed creates an energy that adds to the level of excitement in a game. Deci and Ryan (2000) noted that reinforcing a pressure to win may reduce the intrinsic motivation. To reinforce the design to foster lifelong team skills, 92