Tag Archives: motivation


This is a text adventure where you have to force your character to overcome writer’s block and make progress on your dissertation while there is still time. Not just to complete the thesis, but also to save your disintegrating relationship. Though it’s a few years old, it has contemporary resonance for current-day students.

The game is played through an online gaming website (you’ll need Flash enabled) which unfortunately is one of those with distracting and garish ads and icons across much of the screen estate. If you can block those out of your vision, it’s a standard text in visual appearance and operation. Alternately, if more technically minded you can possibly download and install the game onto your own PC or Mac.

Sample of gameplay from Violet.

From the website:

The problem? You’re a graduate student working on your dissertation, but you haven’t gotten any writing done in months. Your girlfriend Violet has put her life on hold, waiting for you to finish, and she’s getting fed up. If you don’t get a thousand words written today, your relationship is over and she flies home to Australia. Unfortunately, your office is full of every kind of distraction, from the window overlooking campus hijinx to the computer on your desk, always ready to show you the latest blogs and web comics instead of your chapter-in-progress. So you have no choice but to shut out everything that’s causing you distraction so that you can turn in a few hours of solid work for once.

The game is the winner of the 2008 Interactive Fiction competition, has won several other awards, scored highly in reviews and gets regular (positive) mentions from the academic press and PhD students for both its accuracy, and as a suitable distraction from completing your thesis in real life.

Gameplay from the text adventure Violet

Game-based learning: latest evidence and future directions

In 2013, the National Foundation for Educational Research released this report:

Game-based learning: latest evidence and future directions.

Authors: Carlo Perrotta, Gill Featherstone, Helen Aston and Emily Houghton.

Data examined: 31 works of various types from 2006-13.

Abstract: This review is the first output in the Innovation in Education strand of NFER’s research programme. This strand will provide evidence about new approaches to education, teaching and learning and aims to identify rewarding learning experiences that will inspire, challenge and engage all young people, equipping them with the essential skills and attitudes for life, learning and work in the 21st Century. Interest around the use of video games in education is high, and following the emergence of new trends like ‘gamification’, Futurelab@NFER felt that it was timely to provide educators, industry and researchers with an up-to-date analysis of the literature.

To achieve this, we conducted a rapid review of the latest available evidence, seeking to answer these research questions:

  • What is game-based learning?
  • What is the impact and potential impact of game-based learning on learners’ engagement and attainment?
  • What is the nature and extent of the evidence base?
  • What are the implications for schools?

The research questions are mainly concerned with the notion of ‘gameplay’ (playing games) rather than ‘making games’ (how the prospect of creating original video games can be used to interest young people in complex activities like software programming).

Excerpt: Despite some promising results, the current literature does not evidence adequately the presumed link between motivation, attitudes to learning and learning outcomes. Overall, the strength of the evidence has been affected by the research design or lack of information about the research design.

My notes: This recent work is a less academically-analytical work, and more wider in remit, than a typical meta-review of evidence. The content and format are, in addition, designed for a more non-academic readership. However, it does not suffer because of this and there is much here of interest to both academics and practitioners. The appendices pleasingly includes thorough details of the search strategy, review process and the evidence base for the review.

More information at:

Jisc Digital Media gamification infokit

Jisc Digital Media have just launched their latest infokit, concerning Gamification. I am the researcher and author behind it.

This work took a bit longer than planned, for several reasons. One of which was the trip into the heart of gamification being somewhat long and winding; there’s only so many points and leaderboards you can look at before you start going a bit Benjamin L. Willard. A few of the systems I looked at are listed in the infokit; there were more. (Too) many more.

Despite being the sole author of the infokit, there have been a lot of influences on it. These include Karla Youngs with chat and comments, Martin Hamilton (Digital Futures) and Jon Knight for various chats about gamification, and Lawrie Phipps (lawrie : converged), with whom I had a long chat on a barge several years back about the value(s) of technology in education. Some of that talk has stuck in the mind and was influential on the chapter concerning gamifying your learning situation.

The quality writing of several academic education specialists has also been useful and thought provoking. These include Lorna Campbell (Open World), David Kernohan (Followers of the Apocalypse), Nicola Whitton (play think learn) and Sheila McNeill (howsheilaseesIT). The writing of Richard Hall (Richard Hall’s Space) was especially influential on the appendix concerning academia as a gamified system. And Rachel Bruce is always awesome to bounce academic ideas off, no matter the timezone.

I’ve also spoken to, heck, a *lot* of teachers (especially) and lecturers through 2015 about gamification. Their views have been … diverse, and often strongly worded. But always useful.

Jisc Digital Media gamification infokit

My own thoughts on gamification – specifically, gamification in education – are … complicated. To greatly simply: the attractiveness of gamification, from a ‘shiny’ perspective, is clear. As is the possibility of nudging or motivating or engaging a part of a cohort. However, the dangers are also clear; some students who were doing okay before gamification came along could be demotivated, repelled or excluded by a gamified learning system. And many other things can go wrong; it’s not surprising that the longest chapter in the infokit deals with issues, problems and weaknesses. Vendors are everywhere, selling the shiny. And that shiny may or may not work; many factors influence, and the research base is in a state of catch-up. Even if it does work, that shiny may be expensive; vendors don’t do sales pitches because they love the smell of leaderboards in the morning, either.

Additionally, there are data privacy concerns. Generating micro-data about learning performances of students is one thing. Showing comparative performances in a leaderboard, or some other game mechanic, is another. Doing the same for schoolchildren: even more problematic. Storing and displaying gamified data about their classroom behavior, as opposed to learning performances: seriously problematic. Where there is personalised data, there is usually, eventually, a marketplace for it.

But returning to the issue of expense and cost, one area that seems positive is the homebrew, DIY, low tech, low complexity, gamification scene. Sticky stars on wallcharts; google spreadsheets adaptations; gamification plugins for WordPress, Joomla and Drupal; extensions for moodle; additional functionality for your VLE. Structures and content which you can build yourself, without losing control, data privacy and a huge chunk of budget to some third-party company. Systems that do not overawe the students who were happily working anyway, before people suggested gamifying their learning processes. There could be something there. More quality research, as ever, would be useful.

And there are other positive attributes. Badges are a distinctly interesting thing that have been around for a long time; since probably the first organisation and ranking of people in any way. Open Badges are especially interesting, as they seem to be solving some of the problems within digital badges. They also won’t ruin your departmental budget.

If you read the infokit, I hope you find some of it interesting. I don’t expect you to agree with all of it; in fact, some parts should incite discomfort or profound disagreement in many people; if they don’t, I’ve probably failed. But I hope the final section makes you ponder (though please do not quit your job in academia because of something in there; I do not want that burden on me).


A digital games in learning infokit

May in this year included the lunch-launch (or launch-lunch?) of the Jisc Digital Media infokit on Digital Games in Learning. You can find From Flappy Bird to furthering learning on their website.

Why? Because lunch.

Infokit and cheesecake

Why the infokit? Because it’s needed. Digital (and analogue) games in learning have been around for decades. Like skateboarding and the Internet, they are not a new concept, and whether people like them or not, they aren’t going to go away.

Which presents two related problems:

  1. How do people use games to “help” with teaching and learning?
  2. And, based on increasing experience, how do people avoid using games that don’t help with teaching and learning?

The second problem is as interesting as the first, and is becoming more pressing as a new wave of Gamification consultants and companies work their way around UK academia, looking for opportunities in some cases to do good work, but in others to tarmac a layer of league tables and points over learning systems in exchange for large bags of cash.

Mobile tech

With the demands of learners to, well, learn quicker, faster, better, the effectiveness of salespeople and vendors, the buzz around Games in Learning often obscuring the more nuanced research, the popularity of gaming, and the pressures on teachers and facilitators of all ages of students, it’s easy to be seduced by the allure of digital games. Unfortunately, though there isn’t (yet) a large hole in the ground filled with copies of a disastrous edutainment game, there is a long history of academia throwing a lot of money at digital games and not getting back what they wanted, needed, or thought they were getting in return.


But … there are also been success stories. Digital games and environments which have been, or are, used either accidentally or deliberately as education facilitators. Over delicious sourdough pizza, the Jisc Futurist and I conversed on the uses of Minecraft in particular, and how it compared to Second Life from an ease-of-use-in-academia perspective.

And we discussed – and persistently came back to – DuoLingo, the free online language learning system which is addictive compelling to use, without the need for external motivations. Why does it work? How does it work? What are the makers of it getting out of it (that one’s interesting)? How can DuoLingo be used within formal teaching, or even UK FE or HE? How can elements of DuoLingo – either concepts, systems or the more “feel good” attributes – be put into other game-based learning systems?

Dessert described

Anyway; have a look at the infokit. It’s tilted towards academics who have little or no experience of games – those perhaps more easily seduced by their apparent and actual uses – so experts may not glean so much of use from the texts.

The dessert, by the way, was an orange cheesecake (chosen because of the logo color of the infokit funders). It was delicious. Thanks to Martin for an enjoyable lunch, and to Karla, National services director of Jisc Digital Media, for her considerable help and professionalism throughout the development of this infokit. By the way, you might want to check out the other guides they have funded and host; there’s quite a few.