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Introduction to Gamification & Serious Games
Eppler, Ericka Kathl
Created on November 8, 2021
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GAMIFICATION & SERIOUS GAMES
The Big Why? Improve motivation and engagement
Gamification
Also known as "gameful design" is a creative instructional technique where educators add game mechanics or game elements to a "non-gaming" environment (Mattalaoui, et al., 2017, pp. 3- 7). What are game mechanics? (Mythily Kumar et al., 2002) What are game elements? (Majumdar, 2016)
Serious Games
Different than gamification because serious games incorporate a complete gaming application (Deterding, et al., 2011). “Complete games but may have an education or learning background (e.g., a game that teaches the problems of project management)” (Mattalaoui, et al., 2017, p. 7)
Gamification vs. Serious Games
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining “gamification.” Proceedings of the 15th International Academic MindTrek Conference, 9–15. https://doi.org/10.1145/2181037.2181040
Now that you have learned a little about gamification and serious games, what are some initial thoughts that you have about
Now that you have learned a little about gamification and serious games, what are some initial thoughts about these concepts? What questions do you have? Write your answer on the discussion board (3-4 sentences).
References
Buzady, Z., & Almeida, F. (2019). FLIGBY—A serious game tool to enhance motivation and competencies in entrepreneurship. Informatics, 6(3), 27. ProQuest Advanced Technologies & Aerospace Collection. https://doi.org/10.3390/informatics6030027Csikszentmihalyi, M., & ALEAS Simulations, Inc. (2022). FLOW is good business - The leadership simulation game. Fligby.com; ALEAS Simulations, Inc. https://www.fligby.com/ Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining “gamification.” Proceedings of the 15th International Academic MindTrek Conference, 9–15. https://doi.org/10.1145/2181037.2181040 Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in education: A systematic mapping study. Educational Technology & Society, 18(3), 75–88. ProQuest. Majumdar, A. (2016, June 13). 5 Game Elements That Create Effective Learning Games. ELearning Industry; eLearning Industry. https://elearningindustry.com/5-game-elements-create-effective-learning-games Mythily Kumar, J., Herger, M., & Friis Dam, R. (2020). Bartle’s Player Type. In Interaction Design Foundation. https://www.interaction-design.org/literature/article/bartle-s-player-types-for-gamification Mattalaoui, A., Hanner, N., Zarnekow, R. (2017). Introduction to Gamification: Foundation and underlying theories. Gamification Using Game Elements in Serious Contexts (1st ed. 2017.). In S. Stieglitz, C. Latteman, S. Robra-Bissantz, R. Zarnekow, T. Brockman (Eds.), Springer International Publishing. https://doi.org/10.1007/978-3-319-45557-0