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Game, In Game Achievement, Usage of Gamification, Gamification
Design…
Game
Motivation models
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ARCS Model
Attention – Perceptual, inquiry, variability
Relevance – Goal orientation, match motives, familiarity, modeling
Confidence – Clearly state the learning requirements and expectations in the beginning, Small opportunities for success,
Satisfaction – Opportunity to apply new knowledge and skills, Positive
encouragement and reinforcement
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Operant conditioning is a type of associative learning process through which the strength of a behavior is modified by reinforcement or punishment.
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Game design is the art of applying design and aesthetics to create a game for entertainment or for educational, exercise, or experimental purposes.
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Game Vs Gamification
Gamification is the strategic attempt to enhance systems, services, organizations, and activities in order to create similar experiences to those experienced when playing games in order to motivate and engage users
A game is a system in which players engage in an abstract challenge, defined by rules, interactivity, and feedback, that results in a quantifiable outcome often eliciting an emotional reaction
Motivation Theory
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Instrinsic - the doing of an activity for its inherent satisfaction rather than for some separable consequence
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In Game Achievement
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Achievements as Currency
Offer players currency for completing tasks instead of rewards to give them a greater sense of control.
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Use a currency system to enhance a game, but don't attempt to make currency acquisition the main reason players engage in an activity.
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Achievement Permanence
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Digitally tangible rewards are a great incentive but won't keep the player around after the reward is earned
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Goal Orientation
For complex tasks requiring creativity or complicated strategies, try to instill a mastery orientation.
For simple or repetitive tasks, instill a performance orientation. Try to keep new players who are still learning how to play in a mastery orientation
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Negative Achievements
Don't use negative achievements as a punishment for failure. Provide feedback within the system that can assist struggling players.
Usage of Gamification
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Trigger fantasies by create an environment filled with unreal elements, concepts or ideas (eg MineCraft)
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Effectiveness of Game :
Effectiveness of game
Randel’s Meta-Analysis - majority of studies until 1991 stated no differences in term of effectiveness (56%)
Vogel’s Meta-Analysis - found strong, positive effect sizes of interactive simulations and games in comparison to traditional teaching methods in two areas: cognitive gains and attitude.
Wolfe Meta Analysis - Every study examined indicated that the game-based approach produced significant knowledge-level increases over the conventional case-based teaching methods
Hays’ Meta-Analysis
Instructional games should be integrated into instructional programmes that involve debriefing and feedback so that students may comprehend what happened in the game and how it relates to the learning objectives.
Much of the learning may be meaningless if the game is not designed to explicitly support specific instructional objectives connected to actual job requirements.
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The decision to utilise a game should be based on a thorough examination of the learning requirements as well as a comparison of the benefits and drawbacks of various instructional methodologies.
Program managers and procurement staff should demand that game designers demonstrate how the game's design will give interactive experiences that meet correctly defined instructional objectives.
Instructor-less approaches must include all “instructor functions”. These include performance evaluation, debriefing, and feedback.
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In Game Achievement
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Incremental and Meta
Use these types of achievements to hold the players' interest for longer periods of time and guide them to related activities.
Make the spacing between incremental achievements, both in time and physical location, separated enough so that players don't feel too contolled
Competitive Achievements
If competitive achievements are used in a game, make them available only after players are comfortable with game play and no longer learning the ropes.
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