Curtin University is a trademark of Curtin University of Technology
CRICOS Provider Code 00301J
Gamification: Work can be ...
WHAT IS FUN?
Fun is an experience - short-term,
often unexpected, informal,
not cerebral and generally purposeless
Fun is the enjoyment...
purposeless
Another word for learningunder optimal conditions
Passio
PLAY
Play
Engage in activity for
enjoyment and
recreation
rather than a serious
or practical purpose.
PLAY
Who plays games on the way to work?
Gamification
Integrating game dynamics
into your site, service, community, content or campaign,
in order to drive particip...
GAMIFICATION IS ALREADY HERE.
.
EVERYWHERE.
HYPE
HYPE CYCLE by Gartner
HYPE CYCLE by Gartner
70% of Global 2000 have at
least one Gamified application
50% of companies with
innovative processes...
Intention
INTENTION
YOU MISSED!!!!!
DYNAMICS
DYNAMICS
Curiosity
Emotions
Relationship
DYNAMICS
DYNAMICS
MECHANICS
Achievement
Challenge
Collaboration/Socialising
Feedback
Ownership
Progression
Transaction
Stochastic
COMPONENTS
• non-game, real-world contexts are enhanced with
concepts from games to
engage, encourage, focus, and guide us...
LinkedIn
/www.yout
m/watch?v
_BhaGE
Advanced Gaming
Components
• Game over
• Next life
• Save points
• Rewind
• Multi-player
• NPC / Ghosts
• Slow motion
• Aw...
PLAYER TYPES
Gamesin
Class
SKILLS
Challenge
Boredom
Anxiety
PLAYER BUSINESSGAME
Player meets Business: Play the right game
2012-11-29 Gamification in logistics and supply chain
education
2012-11-29 Gamification in logistics and supply chain
education
PROGRESS
beginner
expert
LEARNER
Teacher
NEW PERSPECTIVES
nDiVEOLT Grant 2013-2014
(AUD 220,000)
Torsten Reiners, Lincoln C. Wood, Vanessa Chang
Christian Guetl, Jan Herrington, Ha...
nDiVEOLT Grant 2013-2014
(AUD 220,000)
n-Dimensional Immersive Virtual Environment
• increase authenticity through inclusi...
Skills Training in L&SCM
• Difficult to observe for the learner
• Long time-periods without events before the
outcome of d...
Multiple Perspectives
nDiVE: 3D Environment
• Multiple communication channels
• Social awareness
• Knowledge transfer and understanding
• Presen...
nDiVE: Authenticity
• Interested in complete immersion of learners in a
scenario
• Not requiring a real-world setting
• Pe...
Can everything be a game !!!
Sure. Just add points
Sure. Just be a slave
http://vimeo.com/48164088
Pirate
• http://www.youtube.com/watch?v=t3dgM45gwvg
• Luka, Matej Peljhan
MEANING
MASTERY
AUTONOMY
OBJECTIVES
DATA
APPLICATION
Key Ingredients
• Identify all the tasks you don’t like doing
• Assign these various tasks and stuff point values
• Base the rewards, like...
THANKS
Gamification Resources
Gamfication Wiki
Boook
CfC
Projector for living room
Gamification: Work can be fun?
Gamification: Work can be fun?
Gamification: Work can be fun?
Gamification: Work can be fun?
Gamification: Work can be fun?
Gamification: Work can be fun?
Gamification: Work can be fun?
Gamification: Work can be fun?
Gamification: Work can be fun?
Gamification: Work can be fun?
Gamification: Work can be fun?
Gamification: Work can be fun?
Gamification: Work can be fun?
Gamification: Work can be fun?
Gamification: Work can be fun?
Gamification: Work can be fun?
Gamification: Work can be fun?
Gamification: Work can be fun?
Gamification: Work can be fun?
Gamification: Work can be fun?
Gamification: Work can be fun?
Gamification: Work can be fun?
Gamification: Work can be fun?
Gamification: Work can be fun?
Gamification: Work can be fun?
Gamification: Work can be fun?
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Gamification: Work can be fun?

  1. 1. Curtin University is a trademark of Curtin University of Technology CRICOS Provider Code 00301J Gamification: Work can be fun? 11101.101.11111011101 Torsten Reiners
  2. 2. WHAT IS FUN?
  3. 3. Fun is an experience - short-term, often unexpected, informal, not cerebral and generally purposeless Fun is the enjoyment of pleasure, Particularly in leisure activities.
  4. 4. purposeless
  5. 5. Another word for learningunder optimal conditions
  6. 6. Passio
  7. 7. PLAY
  8. 8. Play Engage in activity for enjoyment and recreation rather than a serious or practical purpose. PLAY
  9. 9. Who plays games on the way to work?
  10. 10. Gamification Integrating game dynamics into your site, service, community, content or campaign, in order to drive participation. the use of game design elements in non-game contexts motivational elements of games + learning activities + communicate and share accomplishment + goals = direct the attention + motivate for action fun, play, passion
  11. 11. GAMIFICATION IS ALREADY HERE. . EVERYWHERE.
  12. 12. HYPE
  13. 13. HYPE CYCLE by Gartner
  14. 14. HYPE CYCLE by Gartner 70% of Global 2000 have at least one Gamified application 50% of companies with innovative processes will gamifiy those processes By 2015
  15. 15. Intention INTENTION
  16. 16. YOU MISSED!!!!!
  17. 17. DYNAMICS
  18. 18. DYNAMICS Curiosity Emotions Relationship
  19. 19. DYNAMICS
  20. 20. DYNAMICS
  21. 21. MECHANICS Achievement Challenge Collaboration/Socialising Feedback Ownership Progression Transaction Stochastic
  22. 22. COMPONENTS • non-game, real-world contexts are enhanced with concepts from games to engage, encourage, focus, and guide users • Mechanics of Gamification • Scores • Leaderboards • Badges • Quests • Competition • Levels • ...
  23. 23. LinkedIn
  24. 24. /www.yout m/watch?v _BhaGE
  25. 25. Advanced Gaming Components • Game over • Next life • Save points • Rewind • Multi-player • NPC / Ghosts • Slow motion • Awards 2012-11-29 Gamification in logistics and supply chain education
  26. 26. PLAYER TYPES
  27. 27. Gamesin Class
  28. 28. SKILLS Challenge Boredom Anxiety
  29. 29. PLAYER BUSINESSGAME Player meets Business: Play the right game
  30. 30. 2012-11-29 Gamification in logistics and supply chain education
  31. 31. 2012-11-29 Gamification in logistics and supply chain education
  32. 32. PROGRESS beginner expert
  33. 33. LEARNER Teacher
  34. 34. NEW PERSPECTIVES
  35. 35. nDiVEOLT Grant 2013-2014 (AUD 220,000) Torsten Reiners, Lincoln C. Wood, Vanessa Chang Christian Guetl, Jan Herrington, Hanna Teräs
  36. 36. nDiVEOLT Grant 2013-2014 (AUD 220,000) n-Dimensional Immersive Virtual Environment • increase authenticity through inclusion of real-life complexity • use scenarios linked into a comprehensive supply chain • include gaming mechanisms to increase student engagement
  37. 37. Skills Training in L&SCM • Difficult to observe for the learner • Long time-periods without events before the outcome of decisions becomes visible • Consequences that are not desirable to replicate in real-life environments
  38. 38. Multiple Perspectives
  39. 39. nDiVE: 3D Environment • Multiple communication channels • Social awareness • Knowledge transfer and understanding • Presence • Feeling of being part of the environment • Increase of motivation and productivity • Awareness of others • Decreasing barriers • Facilitation of collaboration
  40. 40. nDiVE: Authenticity • Interested in complete immersion of learners in a scenario • Not requiring a real-world setting • Pedagogical strategies to enable students to act as if they were operating in a real environment
  41. 41. Can everything be a game !!!
  42. 42. Sure. Just add points
  43. 43. Sure. Just be a slave
  44. 44. http://vimeo.com/48164088
  45. 45. Pirate • http://www.youtube.com/watch?v=t3dgM45gwvg
  46. 46. • Luka, Matej Peljhan
  47. 47. MEANING MASTERY AUTONOMY OBJECTIVES DATA APPLICATION Key Ingredients
  48. 48. • Identify all the tasks you don’t like doing • Assign these various tasks and stuff point values • Base the rewards, like drinking a beer • Track everything • Modify the point values as needed • Have success weeks and milestone prizes QUICK GUIDELINE
  49. 49. THANKS
  50. 50. Gamification Resources Gamfication Wiki Boook CfC Projector for living room

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