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Module 6 Part 2: The Fundamentals of Gamification

Module 6 Part 2: The Fundamentals of Gamification

Some basic pointers on gamification

Chuah Kee Man

January 09, 2019
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  1. A game is a rule-based system with quantifiable outcomes, where

    different outcomes are assigned different values, the player exerts effort in order to influence the outcomes. (Zichermann, 2011)
  2. the use of game design elements in non-game contexts (Deterding

    et al., 2011) the use of any kind of affordances that contribute to gameful experiences (Huotari & Hamari, 2012)
  3. • Leader boards • Achievement badges Progress bar • Avatars

    • Virtual currency • Challenges • Unique rewards Typical Game Elements
  4. The success of gamification in learning is driven by the

    power of the concept that it is based on. An effective gamification concept is one that: • Captures (and retains) learners’ attention. • Challenges them. • Engages and entertains them. • Teaches them.
  5. Fun from games arises out of mastery. It arises out

    of comprehension. It is the act of solving puzzles that makes games fun. With games, learning is the drug. ~Raph Koster The Fundamentals of Gamification
  6. Gamification in Learning course requirements course regulations assignments grades passing

    course game objectives game rules Quests, challenges XP, points, special winning the game
  7. Gamified Learning Design Two Modes: 1. Complete gamification, wherein: Contextual

    tasks or concepts that are overlaid on the learning content. 2. Partial gamification (notably as progression in course assessments)
  8. Some considerations • Labels are powerful. • Make sure meanings

    are CLEAR • Tasks: Quests, Boss Battles • Groups: Guilds / Solo • Grades: XP; Levels • Focus on objective • Unlockable Content / Quests • Earned Rewards (Intrinsic > Extrinsic) • Flexibility (autonomy)
  9. But don’t… • Design the 'game' first • Simply change

    the names of things • Badges without purpose • Points without purpose • Gamify everything
  10. The “Dark Side” of Gamification Helping the learners do what

    THEY want to do vs Making them do what YOU want them to do.
  11. The Challenges Instructor: • Up-Front Design • Ensuring objectives are

    • addressed. • Competency-Based • Assessment* • Scoring • Records keeping • Marking Load Learner: • Taking Ownership of • Learning (”Playing” safe) • Motivation • Time Management • Strategizing