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Gamification Example
Katherine Townsend
Created on March 3, 2024
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Transcript
Benefit of Gamification: Progress tracking
Benefit of Gamification: Collaborative activities
Player Type: Achiever & Explorer
Game Mechanics: Interactive elements
Game Mechanics:Badges and rewards
Game Mechanics: Leaderboards
Benefit of Gamification:Students' Curiosity
Learning Mechanics: Action/Task
Player Type: Socializer & Builders
gAMIFICATION
Learning Mechanics: Demonstration & Tutorial
Player Type: Killer & Griefer
dice
Tokens and houses
Learning Mechanics: Assessment/Feedback
Implementation
go
Game Aesthetics: Sensation
Game Aesthetics: Narrative
Game Aesthetics: Challenge
Educational Levels: Primary Education
Educational Levels: Secondary Education
Educational Levels: Tertiary Education
Challenges
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Virtual learning environments empower educators to illustrate abstract topics and concepts that may be challenging or unfeasible to delve into within traditional classrooms. Educational tutorials are instructor-guided and/or self-paced activities that enable learners to acquire theoretical knowledge or consolidate their practical skills.
Following completion of an assignment unit, it is important to also consider the provision of feedback. Designers and practitioners can integrate assessment-related tasks as a means to enable learners to acquire insights related to their learning progress and advancement.
In the tertiary stage, gamification matures, seamlessly merging theoretical insights with real-world applications [19]. Game scenarios should mirror challenges professionals confront in their respective fields, providing students with a simulated platform to cultivate practical skills and dexterity. Collaborative aspects, epitomized by team-based tasks, simulations, and scenario-driven assignments enrich peer-based learning.
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Killers: are highly competitive players who like to act on others. In the educational context, killers like being challenged and often ask the most questions. Griefer: In contrast, griefers are those students who demonstrate disruptive behavior with the aim to disturb the flow of the lesson
Each player must choose a color: blue, green, yellow or pink. He/she gets a tile to mark his/her position and 10 houses to indicate the properties he/she acquires during the game. Each player must take the tile of his/her color and place it on the starting square. To start playing, click on the dice and move your piece to the corresponding square. In each square there must be one or more questions. If you get it right, place one of your houses on that square - congratulations, you have a new property! Special squares: the squares with icons contain penalties such as "Player pays electricity tax: loses 2 houses". Get the question right to avoid the penalty! The player who has the highest number of houses on the board once all the squares are occupied wins.
Use this space to add awesome interactivity. Include text, images, videos, tables, PDFs... even interactive questions!
Use this space to add awesome interactivity. Include text, images, videos, tables, PDFs... even interactive questions!
Use this space to add awesome interactivity. Include text, images, videos, tables, PDFs... even interactive questions!
Arouses the curiosity of the students, especially when the resource used is related to something they like and identify with.
At the secondary level, the gamified experience takes on a more sophisticated and narrative-rich form, resonating with real-world contexts. Emphasis in this level gravitates towards honing students’ capacities for critical thinking, strategic planning, and informed decision making.
Students are expected to perform a set of repetitive actions in order to complete the given tasks. Depending on the nature of the educational task, students can develop a wide range of cognitive, technical, or social skills.
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At the primary level, gamified interventions should strike a balance between competition and cooperation, catering to the evolving learning capacities of students. The focus here is to sharpen foundational academic abilities and problem-solving skills. Symbolic rewards like virtual badges, certificates, dynamic progression bars, and avatar customization options can serve as powerful motivators
Achievers: Achievers can be paralleled to the high-level students who strive for mastery and aim to excel in any given assignment. Explorer: Explorers are curious learners who enjoy the learning journey and are attracted by thematic or integrated approaches.
Socializer: In the educational context, socializers are all about ‘fun’. They feel attraction towards the social aspects of learning and perform best in collaborative learning activities. Builder: In the educational context, builders can be considered the students who are naturally inclined or interest in arts and crafts.
Allowing students to track their progress through the course can help them to stay motivated and to see the progress they are making.
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Incorporating interactive elements, such as videos, simulations, and games, can make the learning experience more engaging and fun.
Encouraging students to work together on group projects or assignments can foster teamwork and collaboration.
The aesthetics of ‘challenge’ revolve around the integration of tasks, puzzles, and barriers that players need to navigate to advance within the game. Within educational paradigms, well-structured challenges not only serve as an active learning tool but also provide practical contexts for learners to apply their acquired knowledge.
Within pedagogical frameworks, the narrative serves as a scaffold, contextualizing information and rendering it more resonant and enduring in the learner’s memory.
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Technological limitations must be considered. Addressing hardware and software competencies and the varying digital proficiency levels of users are key for a seamless gamified learning experience. Furthermore, the protection of student data is paramount. Ensuring robust data security and upholding student privacy is vital during both the design and execution stage.
Using badges and rewards to recognize students' achievements can help to motivate them to continue learning and complete tasks.
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The ‘sensation’ aesthetic refers to the tangible stimuli that a game provides to its players. This element is particularly important in educational games, especially where hands-on experiences and proactive discovery play pivotal roles, as seen in domains like science and engineering
The primary goal of gamification in education is to enhance learning by incorporating elements of enjoyment. However, enjoyment should not overshadow the educational intent. Therefore, an effective gamified activity should seamlessly integrate entertainment with the learning objectives in order to provide an experience that is both engaging and instructive
Displaying leaderboards can create a sense of competition among students and encourage them to perform their best.