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Gamification in Education - Coggle Diagram
Gamification in Education
Features
Challenges or tasks
Users perform and progress towards defined objectives
Points
are accumulated as a result of executing tasks
Users
All participants – employees or clients (for companies), students (for educational institutions)
Badges
Serve as rewards for completing actions
Levels
Users pass depending on the points
Ranking of users
According to their achievements
Why?
rreward the efforts and achieved results by awards
increased motivation for participation and activity.
students’ progress is essential to achieve the learning objectives
improvement of knowledge and skills
How?
Creation of educational content and activities for gamification
Feasibility
Increasing difficulty level
Multiple performances
Multiple paths
Adding game elements and mechanisms
Activities that require independent work by students bring individual awards
Activities requiring interaction with other learners are the social element of training
Learning objectives
educational activities
learning process
educational content
game mechanics
game techniques
Learners’ characteristics
the predisposition of the students to interact with the learning content
to participate in learning events with competitive nature
Software
Moodle
Levels
Feedback
Display of quiz results
Badges
Visibility of the students’ progress
Leaderboard
User’s picture/avatar
LMS
Accord LMS
Blackboard
Docebo
Nature
Definition
Gamification is an integration of game
elements and game thinking in activities that are not games.
Differences between Gamification and Serious Games
Serious games
Designed for a specific purpose related to training, not just for fun, their objective is to achieve something that is predetermined.
Simulations
Simulate real-world things and their purpose is user training
in an environment resembling real life
Game inspired design
Game inspired design does not express in adding game elements, but rather in using of playful design.
Games
Everything mentioned above and they are designed for entertainment.
Gamification
game metaphors, game elements and ideas in a context different from that of the
games in order to increase motivation and commitment, and to influence user behavior