I talked about gamification and it's usage in education and training for 2 hours in Tabatabayi University of Tehran. I'll try to prepare a small workshop in this subject.
9. The reason
ü Enjoyment is the reason for
players to begin, sustain, and
repeat exposure to digital
games!
10. Power of
Games
ü CLEARLY DEFINED GOALS
ü CLEARLY DESIGNED RULES
ü BETTER SCOREKEEPING
ü MORE FREQUENT FEEDBACK
ü CONSISTENT COACHING
ü FUN SURPRISES
ü Benefiting from DATA
14. Motivation
üInternal and External factors that
stimulate desire and energy in
people to be continually interested
in and committed to a job, role or
subject and to exert persistent
effort in attaining a goal.
20. Definition ENGAGEMENT (FORRESTER RESEARCH)
ü A deep emotional connection with the brand
ü High levels of participation
ü A long-term relation ship
ü The path to true “Loyalty” is through engagement.
33. Samples Blinkist
Why it works:
Core Drive 2: Development & Accomplishment: Blinkist isn’t using a
bunch of fancy avatars or leveling up systems; instead, it focuses on
making the user feel incredibly smart and effective. Blinkist is a master
at utilizing CD2 to help its users read more, learn more, and become a
more educated person.
35. Samples Coursera
Why it works:
Core Drive 2: Development & Accomplishment: Coursera utilizes
CD2 in a way that Udemy does not: it gives students the
opportunity to earn their degree online.
Core Drive 5: Social Influence & Relatedness: Coursera is a
community driven, allowing students and teachers to collaborate
and communicate while taking a course.
36. ü Story
ü Character
ü Recognition
ü Levels
ü Challenges
ü Chance
ü Replayability
ü Aesthetics
ü Time
ü Continual Feedback
Elements of
Games for
Learning
38. Samples Khan Academy
Why it works:
Core Drive 1: Epic Meaning & Calling: Khan Academy truly utilizes CD1
to motivate donors, teachers, and volunteers on its quest to
accomplish its mission. Because of their mission to provide free
education to everyone forever, they’ve gotten companies that have
donated over $10,000,000 each.
Core Drive 5: Social Influence & Relatedness: Khan Academy utilizes
the power of CD5 to recognize their interns from around the world.
41. Samples
Duolingo
Why it works:
Core Drive 1: Epic Meaning & Calling: As stated in the Duolingo
Manifesto: “There are over 1.2 billion people learning a language and
the majority are doing so to gain access to better opportunities.
Unfortunately, learning a language is expensive and inaccessible to
most. We created Duolingo so that everyone could have a chance. Free
language education – no hidden fees, no premium content, just free
Core Drive 2: Development & Accomplishment: Duolingo utilizes
progress indicators such as daily goals and streaks to make a player feel
accomplished and get them to come back for daily usage.
Core Drive 4: Ownership & Possession: There is a currency within
Duolingo called Lingots which allows players to buy Power Ups (such as
streak freeze) and buy attire for your avatar.
Core Drive 5: Social Influence & Relatedness: Duolingo has social
language learning clubs within the app that encourage players to learn
with each other. Although it sounds like a great idea, it’s actually
implemented weakly–not much conversation is happening amongst
club members, resulting in empty rooms.
Core Drive 6: Scarcity & Impatience: In order to play (to learn a
language), you need lives. If you run out of lives, then you have to wait
until you regain life to learn again.
Core Drive 8: Loss & Avoidance: In Duolingo, players get lives. Every
time you fail a lesson, you lose a life. Run out of lives and you’ll have to
wait until you can continue learning.
43. Elements Top-picked game elements which are a powerful vehicle for learners
Mystery – this element requires the learners to fill the gap of
known with unknown. The learner has to use some information to
fill this gap but for that, they first need to find that information.
For instance, finding a hidden key to a closed door.
Action – Almost every game instantly start with an action. The
action that forces the learner to make a move. For instance,
finding a map, searching a shelter, collecting pieces etc. The action
is used to engage the learners immediately.
Challenge – Every human feel pleasure in overcoming challenges.
This runs in human’s DNA and that is why game developers
leverage this innate desire by challenging players at each step.
44. Elements
Risk – A game with no risk of life or collected coins is a piece of
boredom. A game is always appealing if it comes with the risk of
losing a ‘life’, a need to start over again or to lose all the collected
items just because of a wrong move. Such game elements, first
challenges and then improves the learner’s ability to focus and
make a strategic move.
Uncertainty – in this element, learners hold no idea about what
may come next in their way. For instance, can you solve the puzzle
and move to next level or you may get stuck in the round and
require to start over again
Progress Visibility – such game designs clearly tells learners what
must be done, where to start and how long it must go on. For
instance, in PacMan, you know the remaining dots and throughout
the stage, players follow through these dots, improving their
performance and chances of success.
Emotional Content – unlike learning modules, games bring up the
emotion of anger, sadness, enthusiastic happiness or frustration.
In short, it brings out the most valuable human aspect of
emotions. These game elements help in encouraging and
embracing different human emotions.
45. How to
Gamify ...
1) Determination of learners’ characteristics
2) Definition of learning objectives
3) Creation of educational content and activities for gamification
1) Multiple performances
2) Feasibility
3) Increasing difficulty level
4) Multiple paths
4) Adding game elements and mechanisms
A Simple Workflow