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Looking at the meaning of the buzzword gamification and considering concrete examples of how it can be applied in a learning context, drawing on my own experience.

Looking at the meaning of the buzzword gamification and considering concrete examples of how it can be applied in a learning context, drawing on my own experience.

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  • So, obvious that gamification is a terribly broad term, verging on the meaningless almost, and can be used by masters of hyperbole without a problem.
  • It is NOT crudely adapting games to act as interfaces or scoring mechanisms for multiple choice quizzes. It is not co-opting the appearance of board games to move you around a test.
  • Pick out the useful bits that apply to all elearning and work leveling up comptetion reward small steps
  • Gamification applied to your diary!? Can unlock the nudge idea and can at least help to define new patterns of behavior. How good would this be if my Pomodoro system was integrated and scored me against others? A goal shared is a goal that's harder to ignore (think sponsorship)
  • UI follows the trend for “less is more”. So far, so “blank white page” but what the heck is the bowling score mechanism all about? Scoring rewards volume and consistency.
  • Plenty of metrics to check your progress, call to action if you haven’t, unlocakbable badges, and recognition by your peers for being “amazing”.
  • Not something people would associate with gamification – but some things are small. Warning – self publicity coming up!
  • See that bit on the right? A progress bar. Early wins are easy, diminishing rewards, but entices you to aim to complete (I won’t on principle :P )
  • Okay, so let’s see this in a learning situation. Here’s a brilliant tool for learning Japanese. A lightbulb moment for me when trying to understand what people meant when they were saying Facebook is an operating system. Brought home the possibility of socially networked learning for me.
  • Simple “drill and kill” flashcard system. Variety of types of test. Immediate feedback. Progress bar. Timing (for sense of urgency).
  • Then lots of ways to check your level and share your progress with friends. If your friends are learning using Kanjibox. Can always post to your profile too.
  • KB is rotelearning which is ideal for language. The whole concept works really well. But couldn't work with higher level critical development, could it? Drilling for business Worked very well Raised standards Where could this be applied in uk? Sales training, call centres?
  • Simple system to view and assess vehicle condition faults for testing of roadworthiness.
  • Gamed in different ways. Completion by individuals, workteams, regions. On score and attempts. Managers scored on participation of staff. Able to contribute to the database and scored on that too – reduced pressure on the centre to create content. Very swiftly grew in numbers. Resulted in more consistent, standardised assessment across the country.
  • Okay, that was more rote learning. Couldn’t possibly work for higher level learning could it? Open problem based learning. Could draw out the problems in a gaming fashion too. Project Euler over ten years old. Very little in the system, but helps teach advanced level maths and computer programming by providing a reason to teach yourself.
  • Some 300 or so simple problems in a very simple website that tracks your results.
  • See! Really short. Workload on the designer here is slim. Caveat – suited to simple answers to potentially complex questions. Which is maths in many instances.
  • Very plain, but this is progress bar, levelling up and badges, plus public recognition for progress.
  • These ideas can be implemented in any situation. The benefit of technology is that it can do it automatically. ADDENDUM – I heard that the Aztecs gamified their society. Your status depended on your prowess in battle. You could score by capturing prisoners from different tribes. The “value” of your wins declined after repetition – capture one or two from Tribe A, good reward, but more from same tribe “worth less”, so young warriors encouraged to test themselves against lots of enemies. Visual reward in terms of personal adornment based on your attainment. Social recognition based on this. Fighting was a game and reward based on it. Different to what was normal in European battle that tended toward “to the victor, the spoils”.

Transcript

  • 1. A bluffer's guide Gamification by example Dan Roddy
  • 2. Some definitions
    • Examples of how to use the term Gamification:
      • "We used Gamification to make our product more fun!“
      • "Health Month is the Gamification of Weight Loss."
      • "Gamification is one of the most important trends of our generation."
    Gamification  is the infusion of game mechanics, game design techniques and/or game style into anything.
  • 3. To be clear... To be clear...
  • 4. Key elements
    • achievement "badges“
    • achievement levels
    • "leader boards“
    • a progress bar
    • virtual currency
    • systems for awarding, redeeming, trading, gifting, and otherwise exchanging points
    • challenges between users
  • 5.
    •  
    750 Words http://750words.com
  • 6.  
  • 7.  
  • 8.  
  • 9.  
  • 10.
    •  
    http://kanjibox.net
  • 11.  
  • 12.  
  • 13. ?
  • 14. Fault #2143 Car : Silver BMW Fault : Dent to front bumper Examiner notes: Reported due to log on road striking while travelling Pass Pass and advise Fail Your decision SUBMIT
  • 15. Fault #2143 Car : Silver BMW Fault : Dent to front bumper Examiner notes: Reported due to log on road striking while travelling Pass Pass and advise Fail Your decision SUBMIT
  • 16.
    •  
    http://projecteuler.net
  • 17.  
  • 18.  
  • 19.  
  • 20.
    • Find problems
    • Get a community
    • Rustle up reward
    • Make recognition
    • Go game!
    http://learningrocks.co.uk @danroddy