Goal setting theory has been used for decades to explain how to motivate people to perform better in work related tasks, but more recently gamification has also gained attention as an alternative method to increase employee engagement and performance at work. However, despite goal setting and feedback being at the core of gameful implementations, there is a lack of literature explaining how gamification works through the lens of goal setting theory or suggesting how goal setting concepts and recommendations can be employed to improve gameful systems. Therefore, we present a conceptual framework that establishes a relationship between the goal setting concepts and gamification concepts and mechanisms. Next, we describe how this framework can help explain the mechanisms behind gamification and suggest potential improvements to current gameful design methods. Finally, we propose directions for future empirical research aimed to apply this conceptual framework in practice.
The K to 12 curriculum is standard and competency-based. It is inclusive and built around the needs of the learners and the community. The K to 12 program was carefully studied and designed based on research from other countries and our own local successes and failures in education. The curriculum is available on DepED website. It is the first time in history that the entire curriculum is digitized and made accessible to the public.
A topic discussed during In-Service Training for Teachers 2016 in Baesa Elementary School, Tanque District , Caloocan City.
Positive Discipline is an approach to teaching that helps pupils to become responsible, respectful and resourceful members of their communities.
The K to 12 curriculum is standard and competency-based. It is inclusive and built around the needs of the learners and the community. The K to 12 program was carefully studied and designed based on research from other countries and our own local successes and failures in education. The curriculum is available on DepED website. It is the first time in history that the entire curriculum is digitized and made accessible to the public.
A topic discussed during In-Service Training for Teachers 2016 in Baesa Elementary School, Tanque District , Caloocan City.
Positive Discipline is an approach to teaching that helps pupils to become responsible, respectful and resourceful members of their communities.
Educational Administration and supervision (Reflection Notes)Ghulam Mujtaba
Administration refers to the group of individuals who are in charge of creating and enforcing rules and regulations, or those in leadership positions who complete important tasks.Administration is defined as the act of managing duties, responsibilities, or rules.
Instructional Leadership for Educational Leaders, it helps the readers to understand about leadership in details general and instructional leaders specifically
My poster presentation at the Old Dominion University Graduate Research Appreciation Day 2014 based on my first graduate research project. Participants were given 2 scenarios about different training scenarios - one about traditional PowerPoint lecture training and the other about playing an interactive video game as part of training. Reactions to these scenarios were measured and analyzed. Attitudes towards video games and experience with video games were measured as moderators of the effect of training design on reactions.
Educational Administration and supervision (Reflection Notes)Ghulam Mujtaba
Administration refers to the group of individuals who are in charge of creating and enforcing rules and regulations, or those in leadership positions who complete important tasks.Administration is defined as the act of managing duties, responsibilities, or rules.
Instructional Leadership for Educational Leaders, it helps the readers to understand about leadership in details general and instructional leaders specifically
My poster presentation at the Old Dominion University Graduate Research Appreciation Day 2014 based on my first graduate research project. Participants were given 2 scenarios about different training scenarios - one about traditional PowerPoint lecture training and the other about playing an interactive video game as part of training. Reactions to these scenarios were measured and analyzed. Attitudes towards video games and experience with video games were measured as moderators of the effect of training design on reactions.
An Investigation Of Gamification Typologies For Enhancing Learner Motivation
Barry Herbert, Darryl Charles, Adrian Moore and Therese Charles
Interactive Technologies and Games (ITAG) Conference 2014
Health, Disability and Education
Dates: Thursday 16 October 2014 - Friday 17 October 2014
Location: The Council House, NG1 2DT, Nottingham, UK
LO1 Be able to determine own responsibilities and performance
Own responsibilities: personal responsibility; direct and indirect relationships and adaptability, decision-making processes and skills; ability to learn and develop within the work role; employment legislation, ethics, employment rights and responsibilities Performance objectives: setting and monitoring performance objectives Individual appraisal systems: uses of performance appraisals eg salary levels and bonus payments, promotion strengths and weaknesses, training needs; communication; appraisal criteria eg production data, personnel data, judgemental data; rating methods eg ranking, paired comparison, checklist, management by objectives Motivation and performance: application and appraisal of motivational theories and techniques, rewards and incentives, manager’s role, self-motivational factors
Improving Audience Engagement - Why you need a learning strategy for your nex...OrateTeam
Everyone knows that the number one rule of public speaking is “know your audience.” What most people don’t know is the equally important next step that separates the good speakers from the great ones: “develop a learning strategy that is appropriate for your audience.”
Organizations and audiences each have unique objectives and learning styles. Once you have a clear understanding of organizational objectives and the audience makeup, the key is to effectively apply this information to your talk. Most speakers do their research on the audience, but the ones who fall short of meeting or exceeding expectations skip this crucial step.
We often hear stories from event organizers about speakers who fail to connect with the audience. When probed further on why, it always comes down to the speaker using tactics to engage the crowd that were not suitable for the specific audience makeup. This type of blunder can be avoided, and we will show you how.
Watch Orate's webinar replay featuring guest speaker and learning experience expert, Miranda Lee of LX Labs, to help speakers:
Understand why having a learning strategy is important,
How to determine which learning objectives make the most sense based on your audience and talk format,
Learn techniques to help your audience accomplish your learning objectives, and
Measure how effective the talk was at meeting those objectives
Access the replay here: https://wnarchives.s3.amazonaws.com/45426582/e242d292-7fd7-4069-a92b-1b02ecd8d508/archive.mp4
A Deep Dive Into Value and Outcomes (Kristin Skinner and Kamdyn Moore at Desi...Rosenfeld Media
Kristin Skinner and Kamdyn Moore: “A Deep Dive Into Value and Outcomes”
DesignOps Summit 2019 • October 23-24, 2019 • New York, NY, USA
http://www.designopssummit.com
SharePoint "Moneyball" - The Art and Science of Winning the SharePoint Metric...Susan Hanley
Measurement is not just about looking for a bottom-line result to justify investments. It’s also a tool to provide feedback about where the organization is along the road to successfully leveraging investments in SharePoint and the business outcomes it provides. At every stage in the development of your solution, metrics provide a valuable means for focusing attention on desired behaviors and results. This presentation showcases a practical and realistic framework for SharePoint metrics based on real world examples and successes.
Setting and Measuring Social Media ObjectivesNikComm Inc.
How do you know how you’re doing online? Online campaigns rarely run in isolation. Online tactics, such as your website and social media, are only some of the tools in the communicator's tool box.
Also, web and social media channels offer unparalleled amounts of data about their performance. This can be both beneficial and problematic.
What sort of goals are reasonable for online tactics, and how do you measure them? NikComm worked with CPRS Edmonton members and guests to figure out what’s reasonable to achieve, and then how to figure out if you’re achieving it. Participants received a framework for goal- and objective setting, an overview of measurement tools and data, and then worked on cases to practice their skills. Presented Thursday, January 29, 2014.
Several research studies have been showing that personalized gameful solutions can lead to higher engagement and performance. However, personalized gameful design faces two challenges: deciding how to select game elements and activities that are appealing to different users, and deciding how to adapt the experience to each user. In this talk, Gustavo reports on the latest research and his own experience designing personalized gameful solutions. To solve the first challenge (design), he will show how to use the classification of gameful design elements, the gameful design heuristics, and the user types models to create solutions that are appealing to different users. For the second challenge (adaptation), he will discuss strategies for customization (letting the user adjust their experience at will) or personalization (having the system automatically learn about the user and make adjustments).
Keynote presented at Gamification Europe 2020.
Player Characteristics and Video Game PreferencesGustavo Tondello
The Games User Research literature has advanced considerably on understanding why people play games and what different types of games or mechanics they prefer. However, what has been less studied is how models of player preferences explain their game choices. In this study, we address this question by analyzing data about the games that participants enjoy, their player trait scores, and their preferred game elements and playing styles. The results provide evidence that these scores can significantly explain participants’ preferences for different games. Additionally, we provide information about the characteristics of players who enjoy each game. This work was presented at CHI PLAY 2019.
"I don't fit into a single type": A Trait Model and Scale of Game Playing Pre...Gustavo Tondello
Player typology models classify different player motivations and behaviours. These models are necessary to design personalized games or to target specific audiences. However, many models lack validation and standard measurement instruments. Additionally, they rely on type theories, which split players into separate categories. Yet, personality research has lately favoured trait theories, which recognize that people's preferences are composed of a sum of different characteristics. Given these shortcomings of existing models, we developed a player traits model built on a detailed review and synthesis of the extant literature, which introduces five player traits: aesthetic orientation, narrative orientation, goal orientation, social orientation, and challenge orientation. Furthermore, we created and validated a 25-item measurement scale for the five player traits. This scale outputs a player profile, which describes participants' preferences for different game elements and game playing styles. Finally, we demonstrate that this is the first validated player preferences model and how it serves as an actionable tool for personalized game design.
Dynamic Personalization of Gameful Interactive SystemsGustavo Tondello
These are the slides of my Ph.D. thesis oral defence at the University of Waterloo on June 20, 2019.
Gameful design, the process of creating a system with affordances for gameful experiences, can be used to increase user engagement and enjoyment of digital interactive systems. It can also be used to create applications for behaviour change in areas such as health, wellness, education, customer loyalty, and employee management. However, existing research suggests that the qualities of users, such as their personality traits, preferences, or identification with the task, can influence gamification outcomes.
Given how user qualities shape the gameful experience, it is important to understand how to personalize gameful systems. Current evidence suggests that personalized gameful systems can lead to increased user engagement and be more effective in helping users achieve their goals than generic ones. However, to create this kind of system, designers need a specific method to guide them in personalizing the gameful experience to their target audience. To address this need, this thesis proposes a method for personalized gameful design with three steps: (1) classification of user preferences, (2) classification and selection of gameful design elements, and (3) heuristic evaluation of the design.
Furthermore, this thesis describes the design, implementation, and pilot evaluation of a software platform for the study of personalized gameful design. It integrates nine gameful design elements built around a main instrumental task, enabling researchers to observe and study the gameful experience of participants. The platform is flexible so the instrumental task can be changed, game elements can be added or removed, and the level and type of personalization or customization can be controlled. This allows researchers to generate different experimental conditions to study a broad range of research questions.
Our personalized gameful design method provides practical tools and clear guidelines to help designers effectively build personalized gameful systems.
A Framework and Taxonomy of Videogame Playing Preferences (CHI PLAY 17)Gustavo Tondello
We propose a conceptual framework of player preferences based on two dimensions: game elements and game playing styles. To investigate these two concepts, we conducted an online survey of player preferences, which allowed us to create a taxonomy of nine groups of game elements and five groups of game playing styles. These two concepts are foundational to games, which means that our model can be used by designers to create games that are tailored to their target audience.
Introduction to Gameful Design Heuristics (CHI 2017)Gustavo Tondello
Part 1/2 of CHI 2017 course "Applying Gameful Design Heuristics". This course will supply attendees with our gameful design heuristics and train them in using the heuristics on an example application. Finally, at the end of the second unit, we
will be discussing how to generate design ideas with the heuristics.
In gameful design, motivational affordances are often used to facilitate intrinsic and extrinsic motivations. This presentation details the 12 dimensions of motivational affordances according to the Gameful Design Heuristics by the HCI Games Group.
Do all users equally enjoy all game elements in gamification?
This talk presents the Hexad user types survey and the game elements correlated with each one of the six Hexad user types.
Presented at the ACM CHI PLAY 2016 Conference.
An Introduction to what gamification is. Examples of gamification applications, platforms, and methods.
I put these slides together for a lecture I've given at the University of Waterloo, July 2016.
Remote Sensing and Computational, Evolutionary, Supercomputing, and Intellige...University of Maribor
Slides from talk:
Aleš Zamuda: Remote Sensing and Computational, Evolutionary, Supercomputing, and Intelligent Systems.
11th International Conference on Electrical, Electronics and Computer Engineering (IcETRAN), Niš, 3-6 June 2024
Inter-Society Networking Panel GRSS/MTT-S/CIS Panel Session: Promoting Connection and Cooperation
https://www.etran.rs/2024/en/home-english/
Richard's aventures in two entangled wonderlandsRichard Gill
Since the loophole-free Bell experiments of 2020 and the Nobel prizes in physics of 2022, critics of Bell's work have retreated to the fortress of super-determinism. Now, super-determinism is a derogatory word - it just means "determinism". Palmer, Hance and Hossenfelder argue that quantum mechanics and determinism are not incompatible, using a sophisticated mathematical construction based on a subtle thinning of allowed states and measurements in quantum mechanics, such that what is left appears to make Bell's argument fail, without altering the empirical predictions of quantum mechanics. I think however that it is a smoke screen, and the slogan "lost in math" comes to my mind. I will discuss some other recent disproofs of Bell's theorem using the language of causality based on causal graphs. Causal thinking is also central to law and justice. I will mention surprising connections to my work on serial killer nurse cases, in particular the Dutch case of Lucia de Berk and the current UK case of Lucy Letby.
Toxic effects of heavy metals : Lead and Arsenicsanjana502982
Heavy metals are naturally occuring metallic chemical elements that have relatively high density, and are toxic at even low concentrations. All toxic metals are termed as heavy metals irrespective of their atomic mass and density, eg. arsenic, lead, mercury, cadmium, thallium, chromium, etc.
Comparing Evolved Extractive Text Summary Scores of Bidirectional Encoder Rep...University of Maribor
Slides from:
11th International Conference on Electrical, Electronics and Computer Engineering (IcETRAN), Niš, 3-6 June 2024
Track: Artificial Intelligence
https://www.etran.rs/2024/en/home-english/
Seminar of U.V. Spectroscopy by SAMIR PANDASAMIR PANDA
Spectroscopy is a branch of science dealing the study of interaction of electromagnetic radiation with matter.
Ultraviolet-visible spectroscopy refers to absorption spectroscopy or reflect spectroscopy in the UV-VIS spectral region.
Ultraviolet-visible spectroscopy is an analytical method that can measure the amount of light received by the analyte.
Phenomics assisted breeding in crop improvementIshaGoswami9
As the population is increasing and will reach about 9 billion upto 2050. Also due to climate change, it is difficult to meet the food requirement of such a large population. Facing the challenges presented by resource shortages, climate
change, and increasing global population, crop yield and quality need to be improved in a sustainable way over the coming decades. Genetic improvement by breeding is the best way to increase crop productivity. With the rapid progression of functional
genomics, an increasing number of crop genomes have been sequenced and dozens of genes influencing key agronomic traits have been identified. However, current genome sequence information has not been adequately exploited for understanding
the complex characteristics of multiple gene, owing to a lack of crop phenotypic data. Efficient, automatic, and accurate technologies and platforms that can capture phenotypic data that can
be linked to genomics information for crop improvement at all growth stages have become as important as genotyping. Thus,
high-throughput phenotyping has become the major bottleneck restricting crop breeding. Plant phenomics has been defined as the high-throughput, accurate acquisition and analysis of multi-dimensional phenotypes
during crop growing stages at the organism level, including the cell, tissue, organ, individual plant, plot, and field levels. With the rapid development of novel sensors, imaging technology,
and analysis methods, numerous infrastructure platforms have been developed for phenotyping.
This presentation explores a brief idea about the structural and functional attributes of nucleotides, the structure and function of genetic materials along with the impact of UV rays and pH upon them.
Observation of Io’s Resurfacing via Plume Deposition Using Ground-based Adapt...Sérgio Sacani
Since volcanic activity was first discovered on Io from Voyager images in 1979, changes
on Io’s surface have been monitored from both spacecraft and ground-based telescopes.
Here, we present the highest spatial resolution images of Io ever obtained from a groundbased telescope. These images, acquired by the SHARK-VIS instrument on the Large
Binocular Telescope, show evidence of a major resurfacing event on Io’s trailing hemisphere. When compared to the most recent spacecraft images, the SHARK-VIS images
show that a plume deposit from a powerful eruption at Pillan Patera has covered part
of the long-lived Pele plume deposit. Although this type of resurfacing event may be common on Io, few have been detected due to the rarity of spacecraft visits and the previously low spatial resolution available from Earth-based telescopes. The SHARK-VIS instrument ushers in a new era of high resolution imaging of Io’s surface using adaptive
optics at visible wavelengths.
Salas, V. (2024) "John of St. Thomas (Poinsot) on the Science of Sacred Theol...Studia Poinsotiana
I Introduction
II Subalternation and Theology
III Theology and Dogmatic Declarations
IV The Mixed Principles of Theology
V Virtual Revelation: The Unity of Theology
VI Theology as a Natural Science
VII Theology’s Certitude
VIII Conclusion
Notes
Bibliography
All the contents are fully attributable to the author, Doctor Victor Salas. Should you wish to get this text republished, get in touch with the author or the editorial committee of the Studia Poinsotiana. Insofar as possible, we will be happy to broker your contact.
In silico drugs analogue design: novobiocin analogues.pptx
A Theory of Gamification Principles Through Goal-Setting Theory
1. A Theory of Gamification
Principles Through
Goal-Setting Theory
Gustavo F. Tondello
Hardy Premsukh
Lennart E. Nacke
2. Goal-Setting Theory x Gamification
2
GOAL
SPECIFICITY
GOAL
DIFFICULTY
PERFORMANCE
CLEAR
GOALS
CHALLENGE
ENGAGEMENT
3. Research Goals
• Identify the current uses of goal-setting theory in
gamification research
• Explain the principles and elements of gamification
within the framework of goal-setting theory
• Understand how goal-setting recommendations can
be implemented with gamification
• Understand how goal-setting recommendations can
improve gameful design
3
4. Methods
1. Systematic literature
review
2. Confrontation of
Goal-setting and
Gamification
literature
4
Literature search:
Google Scholar: 302 hits
Not a peer-reviewed paper or
book chapter: 80 papers
Not a full paper: 5 papers
Not available online: 8 papers
Not written in English: 42 papers
Total discarded: 135 papers
Read papers’ title and
abstract:
167 papers
Gamification is not the main topic
of the paper:
107 papers discarded
Read the full paper:
60 papers
Goal-setting theory is not
mentioned in relation to
gamification: 16 papers
Goal-setting theory is not cited at
all: 2 papers
Total discarded: 18 papers
Included papers:
42 papers
5. Examples of current uses of goal-setting theory in
gamification research
To explain a specific gamification element
• badges, leaderboards, rules, goals, challenges, progress bars
To understand how gamification works in a broader sense
• badges and levels can be mechanisms for implementing goal setting; progress bars are
mechanisms of direct feedback [1]
• incentives and rewards can be seen as goals [2]
Evaluation of gameful interventions
• investigating social motivations for using a gameful exercise service [3]
• investigating the success of leaderboards [4]
5
[1] R. N. Landers, K. N. Bauer, R. C. Callan, and M. B. Armstrong, “Psychological theory and the gamification of learning”,
in T. Reiners and L. C. Woods (eds.), Gamification in Education and Business, Springer, 2015, pp. 165–186.
[2] G. Richter, D. R. Raban, and S. Rafaeli, “Studying gamification: The effect of rewards and incentives on motivation”,
in T. Reiners and L. C. Woods (eds.), Gamification in Education and Business, Springer, 2015, pp. 21–46.
[3] J. Hamari and J. Koivisto, “Social motivations to use gamification: An empirical study of gamifying exercise”,
in 21st European Conference on Information Systems, 2013.
[4] R. N. Landers, K. N. Bauer, and R. C. Callan, “Gamification of task performance with leaderboards: A goal setting experiment”,
Computers in Human Behavior, 71, Elsevier, 2017, pp. 508–515.
6. Goal-setting Basic Principles
Goal-setting
principle
How it explains
gamification
Gameful design
guidelines
Related gameful
design elements
Specific goals Clear goals are specific
Goals should be specific to
focus the user’s attention
and effort towards them
badges
leaderboards
levels
progress bars
goals,
challenges,
points,
achievements
rewards
boss battles certificates
collections
exploratory tasks
quests
...
Difficult goals
Goals are difficult if the
challenge is adjusted
according to user skill
Difficult goals should result
in better performance than
easy goals
However, goal difficulty
must not exceed user
ability
6
7. Goal x Performance Mediators
Goal-setting
principle
How it explains
gamification
Gameful design
guidelines
Related gameful
design elements
Choice or direction
Presenting the next best task
helps focus user attention
Always present the next
best task once a goal is
reached
goals
tasks
Effort
Increased motivation leads to
increase effort
Persistence
Gameful systems allow users
to try again after a failure
Support mastery through
repetition
challenges
glowing choice
Task strategy
Balancing skill x challenge
allow user to practice new
skills
Adjust the challenges to the
user’s skill and give practice
time
challenges
Self-efficacy
Feedback and purpose help
user feel responsible for their
success
Provide feedback and
meaning for the user’s
actions
feedback, badges,
achievements,
progress bars, levels,
narrative, meaning, ...
7
8. Goal x Performance Moderators
Goal-setting
principle
How it explains
gamification
Gameful design
guidelines
Related gameful
design elements
Ability Breaking complex tasks into
smaller pieces reduces
complexity
Divide complex tasks into
smaller pieces that are
immediately doable
quests, goals, tasks,
glowing choice, power-
upsTask complexity
Progress feedback
Feedback on goal completion
has been shown to increase
performance
Provide meaningful
feedback that shows
progress towards goal
achievement
points, levels, badges,
achievements,
leaderboards, narrative,
rewards, ...
Goal commitment
Gamification can help the
user understand the task
importance and increase self-
efficacy
Context or meaning help the
user understand the
importance of the task and
feel committed to it
narrative, story, meaning,
purpose, humanity hero,
social network,
collaboration
8
9. Types of Goals
Type of goals How it is implemented in
gamification
Gameful design
guidelines
Related gameful
design elements
Outcome goals
Goals related to completing
specific tasks
challenges, quests,
exploratory tasks
Performance goals
Goals that require the user to
reach certain performance
level
badges, points,
achievements,
leaderboards, levels
Process goals Topic open for future investigation learning
Stretch goals Topic open for future investigation achievements
SMART goals
Goals usually are specific,
measurable, and attainable
Realistic and time-bound
goals need further studies
Goals in gameful systems
should be specific,
measurable, attainable,
realistic, and time-bound for
optimal performance
9
10. Takeaways
Existing literature employs goal-setting theory to support, explain, or
help design specific gamification elements
Our new conceptual framework connects the most important
gamification and goal-setting principles
10
11. Takeaways
How gameful experiences activate the mechanisms at work when goal
setting is used to improve performance:
1. setting clear goals through gameful elements helps users focus their attention
and efforts towards achieving the goals
2. gamification can encourage users to fail and try again until they achieve
mastery, thus fostering persistence
3. gamification can help users learn new skills by scaling the challenges
according to the users’ current abilities
4. gameful experiences usually lead to self-attribution of performance, positive
affect, and self-efficacy, further enhancing the effect of performance
improvement
11
12. Takeaways
How gamification can act on the moderator variables that influence the
relationship between goals and performance:
1. gameful design guidelines suggest that the system should scale the difficulty
and help users acquire new skills, so they would always feel they have the
ability to pursue the goals
2. gameful systems usually provide constant and actionable feedback, which
informs the users regarding their current performance and show the potential
next actions towards the goals
3. gamification can facilitate goal commitment by helping users identify the
importance of their goals and by fostering social interactions
12
13. Opportunities for Future Work
Propose new ways to implement goal-setting interventions with
gamification
Investigate the overall effects of gamification on task performance
Measure the intensity of the mediating variables to understand if these
mechanisms work in gameful experiences in a similar way than in
traditional goal-setting activities
Measure how much goal commitment, feedback, and ability influence
overall task performance by variating the type of game design
elements
Investigate if different types of goals lead to similar or different overall
performance, mediating, or moderating effects
13
14. Full research paper:
A Theory of Gamification Principles Through Goal-Setting Theory
CONTACT
Gustavo F. Tondello
gustavo@tondello.com
@GustavoTondello
http://hcigames.com/
14