Gamification and Motivation in EFL
BRAZ TESOL
Augusto Rocha
Paul Maglione
Co-founder
The Gaming Phenomenon
• Annual Sales: $75 billion
• 65%+ of all people play electronic
games
• Call of Duty: Modern Warfare 3
generated $400 milllion+ on
1st day of sales
• Every week, 3 BILLION HOURS
of videogames are played
Multiplying platforms:
• Console
• Portable console (Nintendo DS)
• Online (role-playing & casual)
• Mobile phones / smartphones
• Tablet Computers
• Social Networks
Anywhere / Anytime Gaming
Niche
MASS
By the age of 21, the average young adult will
have logged 10,000 hours of videogames
Outdated Stereotypes“Gamer” stereotypes are no longer accurate
• Average game player is 37
• Most avid online gamers are
women over 40
• 65% of gamers play games
with other gamers in person
• 45% of parents play with
their children at least
weekly
Truly Mass Market.
People Like Games
Today’s active generation has grown up associating
CHALLENGE with FUN
Definition of Gamification
gabe zichermann
@gzicherm
Gamification.co
fabio viola
@FabioViola
Gamifications.com
Gamification ≠ Games
Adding a couple of Flash games to your
EFL site or Blog
Is NOT Gamification
Gamification is a
Comprehensive Motivational Ecosystem
which encourages repeat use and renewed effort,
resulting in an increase in the desired behavior.
What is gamification good for?
Get people to do something that they may not
obviously want to do…
…in a predictable way…
without the use of force.
Gamification Job #1 :
engage audiences
Three of the TOP TEN games
of the past three years
What does this mean?
• Gaming transcends content
• FUN and the THEME around fun are not
necessarily connected
 therefore…
ANYTHING can be fun if designed well
“Piano Stairs” Experiment, Stockholm
+66% stairs usage after gamification
- Bottle Bank Arcade 24-hour use: 200+
- Nearby “standard” bank 24-hour use: 2
“Bottle Bank Arcade” Experiment, Stockholm
…even vegetables…
… and even education!
ANYTHING can be fun if designed well
However…
• FUN really has to be
Design Job #1. It requires
professional game
designers. Most educators
don’t have this mindset.
• If it’s not actually fun, the
gamification objectives
(engagement, motivation,
learning) will not be met.
• Games are purpose-designed and fine-tuned
to produce a pleasurable response in the User.
FLOW (being “in the zone” between anxiety
and boredom)  you lose sense of time &
place; you are at one with the experience.
Designing for FLOW is what game designers
do. The antidote to clock-watching.
What good game design looks like
Gamification Is Nothing New
GetGlue FourSquare /
Pepsi Max
American Airlines
Salesforce.com
Gamification Basics
Monopoly
MinecraftFarmville
Puzzle Games
Most of us (80%) are Socializers; hence the popularity of CARD GAMES
In the past and GAMING OVER SOCIAL NETWORKS today
House
Points
Error
Tolerance
Gold Stars
Playground
dynamics
Pop Quiz
Honor
Roll
House
Points
Error
Tolerance
Gold Stars
Class
Discussion
Pop Quiz
Honor
Roll
GRADES
Grades vs. Points
Way to get to next levelPenalized
Congrats on 2x Score!You still fail the test
ChallengeFear / Stress
I know I can do betterI’m stupid
Errors
20%  40%
Emotion
Reaction
A points-based system is the starting gate for a learning environment
that encourages engagement rather than penalize failure.
Getting the Tools / Values Mix Right
Right “formula” depends on your audience’s
prevalent Player Type
Status
Access
Power
Stuff
S.A.P.S.
Engagement
Gamification and Motivation
Intrinsic
Motivation
Extrinsic Motivation
gamification
• Status
• Achievement
• Self-Expression
• Competition
• Altruism
Example of Gamification in
Online Language Learning
Language Garden
Virtual Café Quiz Talk Game
Mochapoints; Tokens
Example of Gamification in EFL
How we do it on
www.english-attack.com
Points Systems
• XP (experience points). Everything you do adds to
your cumulative points total.
– Allows you to calibrate the relative values of actions
by the user (award more points to the tasks you want
to incentivize)
– You are always moving forward; never slipping back
• Reward activity / effort / assiduousness; not
purely achievement per se
EARN POINTS BY:
• Creating Profile
• Posting photo
• Completing Content units
• Playing Practice Games
• Posting Comments
• Making Friends
• Reaching Levels
• Winning Badges
Badges
• Not an end in themselves, but useful as “social
update / social proof”
• Design matters (visual and motivational)
• Needs to bear a relationship to the content
and to the desired actions
Leaderboards
• Not only about Achievers
• Socializing matters
• Make leaderboards relative to your social
framework of reference  you see “levelling
up” as achievable and personal.
Levels
• Make early level progess easily achievable
• Staggered; increasing difficulty
• As with points, progress reflects effort /
persistence, not pure proficiency
Social Networking
• Give conversations an anchor  content
• Facilitate making friends
• Allow personalization
• Give friendmaking status  badges, rewards
• Make sure your site has a human face
What is the user journey over time?
A journey to mastery, with plenty of fun along the
way.The content is your sherpa, your guide.
Discovery
Mastery
Emotion
Connection
Confidence
Parting Thoughts
• Games are universal
• Fun is our future (fundamental right to be
entertained or at least amused at all times)
• Almost anything can be gamified… and the
results can be very powerful.
Motivation Through Gamification in EFL
Twitter: @paulmaglione
@englishattack
Web: www.english-attack.com
Blog: http://blog.english-attack.com
E-mail: paul.maglione@english-attack.com
LinkedIn: Paul Maglione

Gamification and motivation in efl