Internet Learning Volume 4, Number 2, Fall 2015 | Page 94

Gamification Challenges and a Case Study in Online Learning the players needed a sense of control and autonomy in the game’s progress and ownership of the game. The Treasure Hunter’s Report offered progress checks, yet masked the identity and relationship of players through the use of non-player characters (NPCs) added to the class ranks. Protecting the participants’ right to privacy and encouraging collegial bonhomie across the different teams were also factors in the gamification design. As a result, incentives for supporting and mentoring other classmates shifted the energy from an overemphasis on the product and the completion of each task to understanding the process of project development and synthesizing it. Since the classes featured a mix of senior and new students, it was a challenge to assess what each student wanted for rewards prior to class, so a common value system was selected and approved by the class during the first week. When asked during the first class for a preference, they unanimously agreed to use gold and the Treasure Hunter’s Game was launched. Other metaphors included a Dragon’s Hoard, which described the piles of gold coins as they accumulated, and reputation titles as these metaphorical piles grew taller. When students offered insights that were noteworthy, the instructor typed or said Ka-ching! in the feedback, and described the sound of coins flowing into their coffers as she addressed mastery of the concepts. While it was easy to map gold rewards to discussion posts and normal course activities, to encourage the process as well as good project development practices led to the need for more granular measurements such as: proposing ideas, mentoring discussions, keeping the team updated on the project’s status, taking charge of specific sections of the project, and integrating the team’s efforts into a Treasure Hunter Report Character Name Score Daffy Duck 470 Griselda Grinch 465 Freakish Frank 425 Jagged Jane 390 Sam Shorty 345 Scooby Doo 310 Mack McClown 275 cohesive document. This expanded list of measurements added to the instructor’s workload, yet took some of the subjectivity out of assessing each player’s performance prior to delivery of the final project. Rewards for completing early work, mentoring others and demonstrating leadership exceeded the normal classes’ point values, requiring them to be tracked separately in an instrument called The Treasure Hunter’s Report. So the game’s scoring system mapped to the course’s gradebook, but offered more extensive measurements and exceeded the course’s total points. To ensure players needed a sense of control and autonomy in the game’s progress and ownership of the game. FERPA compliance, each player provided a game alias that was unknown to the other students. The instructor added a variety of game non-player characters (NPCs) to the list with at least two at the top, two in the mid-range and two at the bottom. Using a “run with the pack” competition strategy 93