Internet Learning Volume 4, Number 2, Fall 2015 | Page 98

Gamification Challenges and a Case Study in Online Learning Treasure Hunt Case Study Conclusions Linking the process (the game with a team of players) with the product (online learning and the development of the team project) was a great success. In spite of the fanciful metaphors, it was popular, and the students demanded faster progress reports and were eager to see the results of their efforts. Tabulating on the Treasure Hunter Report was a manual process that featured a few strategies to maintain privacy and to motivate the players. As previously mentioned, at each level at least two NPCs ranked with the top, bottom and midrange players, reinforcing “running with the pack.” To reduce the likelihood of NPC detection, their growth could only advance in a reasonable fashion given the possible measurements and incentives for that week. In some cases, the list was scrambled with the rank order switched from low-to-high or high-to-low while at other times, it featured other elements. Only aliases were displayed and only if they remained anonymous. The team members were “sworn to secrecy” and encouraged to keep their reputation titles to themselves. No one mentioned them in class, except to say that they enjoyed advancing through the ranks and having their accomplishments reinforced. From an instructor’s perspective, implementing the game required planning and steady work. During the last three weeks, the students as players insisted on daily if not hourly reports, and future games of this nature will benefit from an automated gamification process and report generation. Grades are insufficient catalysts for ensuring great online team experiences. Without recognizing the beliefs and values that learners bring to class as they work on the online team projects, it would be hard to help them remap these perceptions with new perspectives. The game-design elements were simple in the case study and the overhead was mostly in keeping track of the measurements on a spreadsheet and the metaphors for creating energy and excitement in the game. As Wilson (2015) observed, how the game is designed is only one piece of the puzzle. Motivating the learners, getting everyone energized and hosting a great game requires a great implementation and hard work, at least initially. Once the learners assume ownership of the game, the burden on the instructor shifts and the game feels like an organic part of the class and quite natural. Linking the process (the game with a team of players) with the product (online learning and the development of the team project) was a great success. Back to the Future Research The case study offered individual measurements in the game for team activities, but several opportunities emerged during the assessment phase. For the educational use of gamification, future work could explore the opportunities presented by collaborative gamification to strengthen the team experience through shared goals, measurements, collaboration tasks, group communication mechanisms and in fostering team cohesion for online learning. Gamification as self-determined learning is a goal within heutagogy, and it presents opportunities for encouraging the development of lifelong learning skills and students as game designers. In past classes, 97