8 Game Elements of Gamification (Mystery (a sense of power for the player…
8 Game Elements of Gamification
a sense of power for the player it is no fun if you know from the beginning what will happen at the end game.
This is not only directed to storylines. Regular game up dates should happen to keep players engaged.
A randomized element for reward could also be instituted for example lootboxes
Students need a sense of accomplishment for participating in the 'Game'
Reaching the next level or gaining experience is all part of the game. If students don't feel that the progress (and by extension mastery) is achieved they will lose interest in the game.
Students need to know their progress if they start off as a 'plebe' they need to know how to leave this level to make it to 'general'. if they remain the same from beginning to end it is just frustrating and will make them lose interest in the game.
Games are not passive, for students to fully participate they need to be fully invested in what is going on in game.
Playing a boring game is like watching a boring movie after five minutes you don't care, using gamification to engage students if its just not fun
Players need to feel that their actions have consequences. If all the players actions come to a forgone conclusion interest will dwindle.
Helps for students to keep playing similar to mystery
As I mentioned in action, players' actions should come with a consequence. I also think that this consequence or effect should not always be apparent to the player
I would say uncertainty is extremely important in games especially with critical thinking. Having different classes is more than just creating avatars it is to give different options for finishing quests. part of the game is not knowing the most effective way to finish something and to try out many different options.
This again ties into the idea of investment
Players need stakes to compete for. IF there is no goal for students both g/Game have failed them
Comparing games to other media again, that if you characters are not interesting or engaging students will not be interested or engaged.
If you feel that the game is too easy you will have less fun and therefore be less engaged.
There is a middle path to this. Something too hard is not recommended either because it can then only be frustrating. Giving students the option for work with questing could help alleviate some of these issues.
Being at Risk
If nothing is going on you will get bored of the game.
Risk should come not only for quests but from other players ie. PVP and a PVE element
Having a risk to your avatar helps you feel more immersed in the game if you do not feel immersed you will not be engaged.
Games aren't fun if you aren't learning.
To gain mastery over something in games is one of the major reasons for playing. If you don't gain mastery you keep coming back and playing more and more.
The end goal of games is that of education. Mastery of content finishing a grade is simply a matter of saying 'student X showed proficiency in the knowledge shown'. So having a way for students to show their mastery that is more fun can only be a boon to education.