This document discusses gamification and game-based learning. It defines gamification as using game mechanics and experience design to engage and motivate people to achieve goals. The goals of gamification are to more deeply engage audiences and inspire participation. Some gamification strategies discussed include full interactive games, timed quizzes, points/badges/leaderboards, adaptive release levels, learning paths, and using a hero's journey story-based framework. Specific tools mentioned that can enable these strategies in Blackboard include Kahoot, Quizlet, Gradecraft, and partner integrations.
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Gamification Defined
Gamification: “the use of game mechanics and experience design to digitally engage and motivate
people to achieve their goals” (Burke, 2014).
Gamification is the use of game design elements in non-game contexts (Deterding, 2011).
At its core, gamification applies game mechanics to non-game activities to prompt specific behaviors. In
a business context, gamification is the process of integrating game mechanics and dynamics into a
website, business service, online community, content portal, marketing campaign or even internal
business processes, in order to drive participation and engagement by target audiences.
The overall goal of gamification is to more deeply engage with consumers, employees, partners and
other audiences, and inspire them to participate, collaborate, share and interact in some activity or
community. A particularly compelling, dynamic, and sustained gamification experience can be used to
accomplish a variety of mission-critical business goals.
https://www.bunchball.com#HEBITS
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Education is a journey from the Ordinary World
to the Special World and back.
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Karl Kaap:
Gamification of Learning
https://www.lynda.com/Education-Elearning-tutorials/Welcome/573400/615922-4.html
Gamification for Interactive Learning
https://www.lynda.com/Higher-Education-tutorials/Gamification/452750/496233-4.html
Karin Hutchinson:
Teaching Complex Topics
https://www.lynda.com/course-tutorials/Gamification-Interactive-Learning/573400-2.html
https://www.elucidat.com/blog/gamification-in-elearning-examples/
Why it works:
It cleverly sets up the challenge time available remains the same
After the score and feedback, there is an invitation to share it with (and compete with) friends via a social media button, increasing the reach of the research
Machajewski, S. (2017). Gamification strategies in a hybrid exemplary college course. International Journal of Educational Technology, 4(3), 1-16.Machajewski, S. (2017), Gamification in Blackboard Learn. BbWorld 2017 Conference Proceedings. Retrieved from Education Resources Information Center https://eric.ed.gov/?id=ED575007
Campbell, J. (1949). The hero with a thousand faces. Princeton, N.J: Princeton University Press.
Vance, E. (2016). Suggestible you: Placebos, false memories, hypnosis, and the power of your astonishing brain. National Geographic.Vogler, C., & Montez, M. (2007). The writer's journey: Mythic structure for writers. Michael Wiese Productions .
Ordinary World to Special World – the world of science, or digital world, or information literacy – any academic course takes us from the Ordinary to the Special World.