This document discusses gamification and its relationship to psychology, cognition, and behavior change. It references theories from psychologists like Bandura, Ash, Seligman, Ryan and Deci, and frameworks like Richard Bartle's player typology. Key topics covered include cognitive architectures, assessment, training, learning, development, and applying gamification to enhance skills and assessment in organizations. References are made to embodied cognition and how gamification can lead to more objective, accurate and cost-effective evaluation and development.
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Looking Inside the Black Box
Albert Bandura ” Social Cognitive Theory ” “self-efficacy”
Solomon Ash ”Conformity”
Heiner, Weiner “Attribution Theory”
Martin Seligman “Positive Psychology”
Richard M. Ryan, Edward L.Deci “Self-determination Theory”
Mihály Csíkszentmihályi “Flow”
Donald Broadbent ”Selective Attention” ”Short-Term Memory”
Jerome Bruner “scaffolding”
Jean Piaget“cognitive development”
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The Cognitive Architecture
! Cognitive architectures represent attempts to create unified
theories of cognition, including concepts as reasoning,
planning, solving problems, learning, perception, action,
motivation, attitudes, and emotions.
Unconscious
Action
World
Awareness
World
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Game Assessment
Gamificación para la evaluación y el desarrollo.
Mayor objetividad y precisión
Mide comportamientos reales
Abarata costes
Más atractivo
DIRECCIÓN PERSONAS - LIDERAZGO
ORIENTACIÓN AL LOGRO
PLANIFICACIÓN Y ORGANIZACIÓN
TOMA DE DECISIONES
TOLERANCIA A LA PRESIÓN