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Gamification museum

Paul Zavalza

Created on January 15, 2024

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Transcript

Gamification

MUSEUM

Make it epic-press!

HISTORY
features
EXAMPLES
CHALLENGES

SHOP

EXIT

Welcome to the Museum of Games

Where am I?

Next!!

Next!!

Where am I?

Zoom in

How many of these apps do you know? (before you read about them )

NONE

ALL

Where am I?

Benefits of gamification

Enhanced Cognition

Drag and drop the words in the box.Check if you got it right in 'Solution'.

Emotions

Rewards

Collaboration

Motivation

SoluTIOn

Where am I?

LET'S PLAY

Close

Click here to add an idea

Leave your comments before you go

CONTINUE

Click here to add an idea

Back to Museum

Exit Museum

QUIZ

MARCIANITOS

MARCIANITOS

PRESS START

LEVEL 1

OF 5

Customization of characters in games is an example of:

HIGH DEGREE OF CONTROL

RANDOM FEATURES

POOR GAME DESIGN

LEVEL 2

OF 5

Epic background music while you play is an example of:

SUCCESS IN THE MUSIC INDUSTRY

DISTRACTING ELEMENTS

GAME IMMERSION

LEVEL 3

OF 5

The instruction manual of a game is an example of:

CLEAR RULES AND OBJECTIVES

PRINTING INDUSTRY

HOW TO BORE PEOPLE

LEVEL 4

OF 5

The use of dices in a game is an example of:

HOW TO LOOSE TIME

UNCERTAIN OUTCOMES

NUMERIC ELEMENTS

LEVEL 5

OF 5

Different pointing systems in darts are an example of:

PROBABILITY OF FAILURE

RANDOM PROFICIENCY

INCREASING LEVEL OF COMPLEXITY

NEW HIGH SCORE

999999

¡CONGRATULATIONS!

THANK YOU FOR PLAYING

© 20XX GENIALLY GAMES

GAME OVER

CONTINUE?

YES

NO

Points!

For every correct answer with the first try you get one point! Let's go!!! No points for the second or third try...

Good!!

1 POINT FOR YOU!! Let'd find some things out about the other one!

Duolingo!

Duolingo is a free education app with main aim language learning. It creates personalized education for different learning styles and combines it with fun. Learning in Duoloing is more like a game than a typical textbook. It focuses on what learners want to do with the language so it emphasizes in real life goals. User can earn lingots, which basically are for reward and the app provides the ability to vote for the best transaltion provided by users so there is also competitiveness. There are also bugdets and points given for achievements , so the app uses gamification to be more engaged and interesting for the learners.

Serious Games

Serious Games can be implemented in a wide variaty of application from education to healthcare or the military. Serious Games have another purpose besides entertainment. The first initiative about seriouse games was founded in 2002 with the aim to engage the broader public into the policy discurse.

  • include teaching, training and information
  • usable for all age groups
  • used to make complex ideas accessible

A - Rewards B - Emotions C - Motivation

D - Collaboration E - Enhanced Cognition One point for each correct answer!

Choose your post cards from our museum to remember your visit!

Postcards

Congratulations for your points and the new knowledge you gained. Time to receive your certificate.

Certificate

Congratulations!!!

4 points for you

What drove Gamification forward?

  • Benefits in military usecases
  • Improvement of profits
  • Development of new technology
  • Accsessibility of Game Design Tools

Kahoot

Kahoot is a learning and engagement platform which allows user to share, create and host learning sessions. Learning is achieved through playing and there are also designed plans for classrooms, at home, for individuals, for groups or self-study. With the interracive quizes, learners can compete with each other and encourage themselves to answer quickly and correctly, bcause the top responders are revealed on the scoreboard after the game. So Kahoot! can add gamification features in to a classroom.

Side-effects of competition

According to Phung (2020), games have a negative effect on competetitive students when they feel the gap between players is too big. This gap can also lead to conflicts and tensions between students, leading to negative results for the whole teaching process. (Furdu et al., 2017)

Welcome!

Welcome to our museum of gamification. Through the exibition you will have the opportunity to understand the role of gamification in the educational process. Please keep track of your points, becase there will be rewards in the shop. Read the information of every room carefully. Have fun and enjoy your visit!!

Code academy

Code academy is an American platform designed to offer free coding classes for twelve different programming languages. There are elements in the platform that gamify it and help users achieve their goals easily. There are bagdets that are given to the users when they master stages of specific skills and also progress dashboards that help the user measure ttheir progress and know what they have already completed and what there is ahead. Finally, there are points that are given for each task that is completed.

What features make the games engaging?

02

01

Agency & Control

Interactivity

03

04

Feedback

Identity

05

Immersion

Gamification

and Education

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  • Multiplayer interaction in games allows cooperation, competition, and social interaction, fostering varied in-game identities and recognition.
  • Social aspects are intertwined with cognitive and emotional areas in games, especially in tasks requiring player cooperation or competition.

Benefits

BENEFITS

Cognition

Social aspects

  • Game play promotes neural plasticity and cognitive abilities, enhancing general learning.
  • Playing digital games contributes to enhanced metacognition (thinking about one's own thinking).
  • Digital games contribute to improved spatial reasoning.
  • Digital games is associated with an increase in speed of processing.
• Games ensure positive emotions upon task completion, further enhanced by reward systems. • Lee and Hammer's research (2011) emphasizes that games impact the cognitive, emotional, and social areas of players, making them inherently motivating. • Games guide players through the mastery process, providing concrete challenges tailored to skill levels

Motivation & emotions

Yeeees!! So close!

3 points for you!!Almost everything! Let's add some more information to your library!!

CanUHanyu

CanUHanyu is a free interactive game designed based on 1500 chinese words and expressions. There are six levels which provide words and expressions as text, audio, character or English. Learners can personalize their learning experience by drawing their own study set choosing from a dictionary. They can also strengthen their knowledge by passing the different levels. Users' progress is being mesured and badgets are given after the completion of each level.

User experience

The experience of students could be negative when dealing with websites, applications or gamified features that are not easy or pleasing to use. Example: When using screenshots to submit assignments in a gamified course: 29 students (31.87%) found the gamified activities more motivating, 56 students (61.54%) found the traditional activities more motivating and 6 students (6.59%) felt no differences in their motivation. (Domínguez et al, 2013)

Learner characteristics

Is the student actually wanting to have a gamified experience? Is it even neccessary? Prior research on domestic computer use has shown that games are more popular with boys, who are more frequent, intensive and experienced game players than girls, and more likely to participate in players’ communities for the exchange of game-related resources (Cassell & Jenkins, 1998; Downes, 1999; Facer, 2003; Harris, 1999; Mumtaz, 2001).

Ohhh!!

There is your chance to learn some things about them!! Unfortunately no points for you this time...

Beginnings of Gamification

The prussian Army introduced a simulation game in the beginning of the 19th centuary. It could be played on different topografical squares and included different troups such as infantry, cavalry, and artillery. Aim of this game was to train officers for war.

  • played in two teams of two players each
  • each team has a mission to complete
  • fixed rules for movement
  • discussion at the end to reflect
Perfect!!!

2 points for you!!There are a few things to learn more about!

Gamification does not always works

Gamification is not always engaging and does not always leads to better learning outcomes. Results of gamified learning depends on factors like:

  • User Experience. How well the gamification features are implemented.
  • Learner characteristics. Preferences, attitudes and previous knowlege of students.
  • Side effects of competition. Consequences of interactions between students.

Hi, you reached the museums shop. Here you can grab some rewards for your efforts. When downloaded your reward image, please show it to the museum directors in the classroom! If you got 16 or more points , please use the golden check out on the left. If you achived between 9 and 15 points, please use the silver check out in the middle. If you achived less then 8 or less points, please use the bronze check out on the right.

Mathland

Mathland is an educational video game created from Michigan University, both for childre and adults. The main topic is mathematics and users have the opportunity to learn the main mathematical operations through an educationla adventure. Learners need to help a pirate find gems and restore the naturaal order. Do achieve that, they have to solve math games in more than twenty five levels. Users have time limit, lives and reward in every level to provide feedback and reinforcement to them.

Khan academy

Khan academy is aν interdisciplinary app. The user can learn almost everything. It supports students, teachers and parents with short educational videos, exercises and tools. Users can track their progress through a learning tree that visualize their learning path as a visual constellation. The app also provides bagdets as planets depending on the level and the complexity. Finally, there is dashboard and points that are given as rewards when the learners achieve specific goals.