Monthly Archives: July 2011

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+1 Intellect: Can Experience Points Improve Student Motivation?

When was the last time you felt a sense of accomplishment so gratifying that you threw your hands above your head and shook your fists with pride and elation? This gesture has been identified by psychologists as a universal expression made by people of all ages all around the world when they feel a sense of personal triumph. Italians call this feeling fiero, and the term has been adopted by game-designers to describe one of the most essential feelings a good game should provide.

In Reality is Broken: Why Games Make Us Better and How They Can Change the World, Jane McGonigal proposes that most people’s everyday lives are shockingly fiero-deficient, and I have to agree. Most of us don’t complete our workdays with a fist-shaking gesture or spontaneous dance as we revel in our daily achievements, and much of our leisure time is spent on escapist forms of entertainment. If you can remember the last time you experienced a true fiero moment, chances are it was vicarious (e.g., watching a football player score a last-minute touchdown) or of no use to anyone in the real world (e.g., defeating a challenging level in Angry Birds).

McGonigal wants to change all that. To make the case for the ambitious assertion found in her book’s subtitle, she focuses on three key points.

  1. Reality is filled with tedious obligations and overwhelming problems that leave human beings feeling bored, powerless, and isolated.
  2. Games are humanity’s most effective tools for fostering engagement, empowerment, motivation, human connection, and a sense of accomplishment.
  3. The same principles that make games so rewarding and addictive can be used to change how we feel about and tackle unpleasant and daunting tasks in the real world—from cleaning our toilets to reducing global energy consumption.

To provide specific strategies for translating the best qualities of a good game to the real world, McGonigal proposes fourteen “fixes” for reality. Almost all of these fixes can be applied to education, and I hope to eventually assemble a group of DePaul faculty to read the book and discuss them further. For now, however, I’d like to focus on one of my favorites: “Meaningful Rewards When We Need Them Most.”

To introduce this fix, McGonigal describes a talk she gave at a conference in which she lamented,

‘If I have one regret in life, it’s that my undead priest is smarter than I am.’ Technically speaking, it’s true: if you were to add up every A I’ve gotten in my real life, from junior high through graduate school, the total still wouldn’t come close to my World of Warcraft character’s intellect stat. Never mind the fact that there’s no score at all for getting smarter once you’re out of school.

McGonigal frequently refers to the motivational power of “leveling up”—a concept commonly found in role-playing games that provides players with progress milestones and encourages them to keep striving for higher levels of expertise. When a player levels up, it means his or her character has accumulated enough experience points to get improved strength, stamina, weapons, or other tools to help the player complete increasingly challenging missions.

In some games, completely leveling up a character can take hundreds of hours of gameplay. Yet players are rarely daunted by these lofty requirements because they are provided with a steady stream of smaller victories and positive feedback as they move closer to their next goal. During her conference talk, McGonigal mentioned that she wished some of this positive reinforcement could be extended to reality, allowing friends and strangers to give her experience points in recognition of her latest achievements. As a result, an audience member at the conference created plusoneme.com. The site bills itself as “gold stars for grownups,” and it provides a simple online tool that allows users to quickly recognize each other whenever someone demonstrates an admirable trait.

Initially, I thought, “What a great idea! Who doesn’t love to be recognized for their efforts? And wouldn’t it be great in an online course? This could make students feel more valued and connected without a big fuss or hokey bonding activities.” I even signed up for an account on plusoneme.com to try it out, but my blind adoration for the site was short-lived. Within a day or two, I opened my mailbox and pulled out the latest issue of The Atlantic. The headline, “How the Cult of Self-Esteem is Ruining Our Kids,” practically leaped off the page.

The text and image on the cover were promoting an article by Lori Gottlieb titled, “How to Land Your Kid in Therapy.” Based on the headline and article title, it should come as no surprise that Gottlieb is one of many pundits blaming the indulgent parenting methods of the last few decades for creating a generation of entitled, neurotic, self-absorbed kids who are now entitled, neurotic, self-absorbed adults. It’s a backlash parade with Amy Chua serving as the Grand Marshal for 2011.

McGonigal seems to agree that most people born around 1980 or later are particularly frustrated and bored with reality. However, instead of blaming parenting trends, she points out that these younger generations have grown up with engaging, empowering games, and that these games have made the shortcomings of reality more obvious and stifling than they have ever felt before. Rather than try to put the genie back in the bottle through humiliation or forcing a toddler to play piano until her fingers bleed, scholars like McGonigal ask, “Is there a way to increase motivation, productivity, and fulfillment by turning the task at hand into a game?”

In McGonigal’s world, the answer is almost always yes. In one example, she notes that she and her husband have used the website Chore Wars to turn everyday household chores into competitive challenges. In the game, chores are assigned various point values, with the most unpleasant tasks receiving the highest number of points. By default, the points that players accumulate in Chore Wars have no material value. In McGonigal’s case, the current high-score holder has the right to choose the music whenever she and her husband drive somewhere together.

McGonigal claims this simple and free reward system has changed the way she and her husband view everyday housekeeping. She says the Chore Wars over-the-top fantasy world, in which users can collect experience points every time they “conjure clean clothes” or “rid the kingdom of toilet bowl stains,” has left her home cleaner than it has ever been. While I doubt that driving-music veto power would motivate me to clean my bathtub, McGonigal does provide more than her own household as a case study. Other users claim that Chore Wars’ has turned their children into an army of competitive cleaning machines, which I’m sure most parents would agree speaks volumes to the power of a little virtual encouragement.

That’s great for McGonigal, who could probably game her way through a root canal, and for kids, who aren’t embarrassed to think of a duster as a magic wand. But what about the rest of us? Can we really use game principles to make completing our grown-up, mundane obligations more gratifying?

At the risk of sounding like an over-indulged millennial, I wouldn¹t mind a little excitement and a virtual gold star once in a while for all my hard work. And I’m not ashamed if it takes a little imagination to get others to participate. After all, fiero is in short supply in these troubled times, particularly here in the land of Scholarshire, where the shadow of the evil Lord Profitus has cast a pall of terror across the land. If all it took was a kind word of praise in ye mystical comment box below for my blogger character to level up, wouldst thou aid me in my quest? Or wouldst thou side with the dark forces and leave me to rot in a cubicle, denied any reason to throw my hands above my head and shake my fists with pride and elation?

Let’s make a game of it and see.

Learning About Word in the Mile High City

The topic of accessibility in course design is important, often overlooked, and for me a bit intimidating. So when I saw “Creating More Accessible Word Documents” as one of the breakout sessions at the Fusion 2011 Desire2Learn User Conference in Denver last week, I knew it was time to step outside my comfort zone and attend. Going into the hands-on session, I expected to be overwhelmed, but hoped to come away with a better understanding of accessible documents for online courses. The session exceeded my expectations, and I learned that designing Word documents for screen readers is actually quite simple. I also learned some really great tips about Microsoft Word in general and walked away feeling empowered with knowledge to better use Word and design with accessibility in mind. The presenter, Karen McCall, is a beta tester/accessibility consultant for Microsoft and Adobe, and you can find resources about accessible document design on her website: http://karlencommunications.com.

Here are some of Karen’s tips for creating more accessible word documents (in Word2007—directions vary slightly for other versions).

  • Screen readers cannot read any text in a text box, shape, or object , like those cute speech bubbles you can insert or an equation inserted as an image.
  • For an equation image, a screen reader needs the equation written out. For example, “Forty plus two minus twenty seven.”
  • Always supply “alt text” if you use an image. Insert alt text by right-clicking the selected image, selecting Size & Position (or Format Picture) and then typing in one to two descriptive sentences for the image.  If the image is a link,the alt text should explain where the user will be taken upon clicking the image.
  • For text hyperlinks, only link the word(s) describing where the user will be taken. Screen readers can compile a list of links in a document, and if all links start with “click here to,” the generated list will not be easy to use. If, however, “Yahoo,” “Google,” and “YouTube,” are the link text, an alphabetized list of sites will be generated.
  • Apply styles like Heading 1 and Heading 2 appropriately in the document by highlighting the heading text and selecting from the Style menu. Screen readers recognize properly-styled headings, and this creates navigational points for the user to access the text. Creating a Table of Contents from your headings is also a helpful feature. Never set a sentence or paragraph as a heading, as it will make for a confusing navigation point.

Select Heading Styles in Word

  • If you are making a list, use the bullet or numbered list button, as opposed to just hitting Enter between lines. Again, the screen reader recognizes proper lists and will provide the user with information about the list (e.g., how many items in the list).
  • Do not type using all caps. Even those without a visual disability have trouble reading words in all caps because the brain cannot use the word shape to predict the word. (Every word in all caps is basically a rectangle.)
  • To turn your accessible Word document into an accessible PDF, do not “Print to PDF.” Instead, use the Save As PDF function, or use Acrobat to convert to PDF. When using Save As PDF, check the box for “Create bookmarks using Headings” and “Document structure tags for accessibility.”

The presenter also demonstrated several keyboard shortcuts that were new to me. As someone with a visual impairment, she finds it easier to use these shortcuts and keep her fingers on the keyboard than use the mouse to make several clicks on different parts of the screen.

Here are some miscellaneous fun Word tricks

  • To quickly create filler text on a page—especially helpful when creating a template—open a Word document and type “=RAND(5, 6)” (without quotes). In this example, 5 tells Word to create five paragraphs of text, and 6 indicates that each paragraph should have 6 sentences. These numbers can be adjusted to your need. If you want Latin text, substitute “LORM” for “RAND.” Otherwise the text is randomly pulled from the Microsoft Word Help.
  • Some PC keyboards have a key near the top that functions like the right-click on a mouse.
  • To style words as Heading 1, select the words, then type Ctrl + Alt + 1. For Heading 2, just substitute a 2.
  • Ctrl+Enter will create a new page. If you do this command with the cursor in front of the first word, you will create a blank page 1 and push the starting text to page 2.
  • Ctrl+End will take you to the end of a document.
  • Ctrl+Home will take you to the top of a document.

In addition to using these accessibility tips, I would like to try using different screen reading technologies to get a better idea of the user experience. Designing for screen reader use is just one piece of the accessibility puzzle, but it is a good start.

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Building a Box to Think Outside of It: Standardizing Online Content Layout

The Article of the Future project, an initiative of Elsevier, recently released prototypes for the web-based display of research articles in six discipline areas. The templates amazed me with their thoughtful design that allows readers to easily breeze through research articles on the screen. The design is as simple as a three-pane view we usually see on a web page, with the article outline, the content, and the references section. But what strikes me the most is the design philosophy behind the project: to leverage the use of technology to make reading more convenient, efficient, and rewarding, which is the philosophy needed for online-course design.

For example, the layout prototype for a business-management research paper offers a content view with tabs that can expand the layout to include an outline on the left, a context information pane on the right, or both of them, with a single click.

In the content area, the prototype takes full advantage of the multimedia and user-control capacity offered by the web: from graphic animation and video abstracts to interactive charts and diagrams, it offers a full spectrum of options to the readers.

The idea that Elsevier has of building a standardized online layout for research paper coincides with the desire our students have expressed to have a common structure for all of their online courses. In this summer DePaul Online Teaching Series (DOTS) program, during the online student panel discussion, one faculty member asked, if there was one thing that the students could name as the most important for an online course, what would it be? The answers given were: feedback and structure.

While it is quite understandable how important it is for faculty to provide feedback to students they’ve never or rarely met, why would the structure matter?

“So we don’t have to worry about where to find stuff,” the student said.

The “stuff” is the content and the “where” is the structure. If we save students from using their mental power to seek and search for the content, they can then use that mental power for the content itself. And, as Ruth Clark pointed out in her efficacy in learning theory, one critical goal of instructional design is but to achieve the efficacy in learning by reducing the wasted mental power and maximizing its use for the instructional purpose.

Parallel with the Article of the Future project, DePaul’s Faculty Instructional Technology Services (FITS) is moving toward creating a standardized course shell for online and hybrid courses. This master course shell includes not only preloaded menu items and module structure but also built-in content such as orientation, instruction on course navigation, online learning guidelines and expectation, and where to begin with the course.

But if all the courses look the same, will it be like an attack of the clones? What about creativity, innovation, and character?

As an instructor who strives to make every class refreshing, memorable, and profoundly “unique”, the hat that I also wear as an administrator of instructional technology helps me face reality, in which, as Gerry McGovern pointed out, the formality is merely the shell, the content inside of it is the one that is winning us the competitive advantage—whether for a web site or for a course. Besides, a consistent format, as Lee Schulman pointed out during his speech at DePaul Teaching and Learning Conference, is critical for student success. Without a box, no one will be able to think outside it!