The art and science of GBL: Game Based Learning

The art and science of GBL: Game Based Learning

Gamification
Gaming in the Classroom Over 60%: of learners say leader boards and competition would motivate them. 80% of learners would be more productive if learning was more game-like. 97% of teachers use digital games created for educational use. 70% of teachers saw increase in student engagement when using educational video games. “Gamification should be about driving learning and behavior change” — Karl Kapp, professor of instructional technology, Bloomsburg University Source: Online-Education-Degrees.net
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Gamification Intrinsic Player Types

Gamification Intrinsic Player Types

Gamification
Player Types In the previous post, I looked at Player Types that linked with Extrinsic (Carrot and Stick) motivation. "For a gamified system we need to tailor our design to the types of players that will be participating. Each of us as individuals have a certain way of looking at the world – we are subjective in our view. For this reason we need to consider what will appeal to our target audience and the sort of motivators that will work best". For the purposes of gamification, we will not be primarily focusing on the Extrinsic motivators whilst designing a gamified system but it is important to be aware of them and their Player Types. We focus instead on the Intrinsic motivators and this will be based on the MAGIC…
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Gamification In Education

Gamification In Education

Gamification
Gamification In Education “Gamification is the process of using game mechanics and game thinking in non-gaming contexts to engage users and to solve problems. Gamification leverages game design, loyalty program design and behavioral economics to create the optimal context for behavior change and successful outcomes.” Engagement Alliance Developers and educators are very interested into looking into these processes and learning through “unconventional” techniques using technology. In today’s day in age, with so many distractions (a lot of them tech distractions), education in the 21st century is focusing more on engaging students, keeping them engaged and creating a self-learner approach. The process of learning needs to be fun and this can be seen various EdTech companies. The look and feel that games provide engage learners on a deeper more meaningful level.…
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Gamification Player Types

Gamification Player Types

Gamification
Player Types For a gamified system we need to tailor our design to the types of players that will be participating. Each of us as individuals have a certain way of looking at the world – we are subjective in our view. For this reason we need to consider what will appeal to our target audience and the sort of motivators that will work best. As there are as many distinct personalities as there are people, we cannot possibly take into account every factor so we need to somehow generalise and group our players. We do this by defining ‘Player Types’, each of which has their own core motivators and views the world in their own way. There are many player classification systems and perhaps the best known one was…
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The MAGIC of Motivation

The MAGIC of Motivation

Gamification
In the second part of this post about Motivation (PART ONE HERE), we'll explore Intrinsic Motivation.   Intrinsic Motivation This is where we do things for the sheer enjoyment of the task or the satisfaction we derive from doing it. In Self-Determination theory it is regarded as the purest form of motivation. For the purposes of Gamification, I have developed my own model of intrinsic motivators and… its MAGIC!     [caption id="attachment_195" align="aligncenter" width="595"] Markham's MAGIC Intrinsic Motivators[/caption]   Mastery The need to meet and overcome challenges and to ‘master’ skills Altruism The need to care for and help others Greater Meaning The need for legacy – to be part of something greater than oneself Independence The need for freedom and ability to make choices Community The need to…
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Getting Motivated

Getting Motivated

Gamification
                Gamification is all about Motivation; our drive to do things. We try to use Gamification to create motivating and engaging real-life experiences. Unsurprisingly, psychology has a lot to say about motivation and what drives us to do the things we do. The oft-quoted ‘Hierarchy of Needs’ developed by Maslow1 describes various levels of requirements we have as humans and argues that, unless the basic needs are satisfied, we are not motivated to aspire to the higher levels. Or, in a nutshell, if you are starving and cold your priority is not likely to be seeking a ‘sense of belonging’… Although Maslow’s model has been criticised, it is still a pretty good concept to keep in mind – if you don’t address the…
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Considering Gamification Player Types

Considering Gamification Player Types

Blog, Gamification
There are many different descriptions and definitions of user/player types in gamification and this infographic describes just one of these views. Whether you prefer Bartle, Marczewski or the unified model, it is important to consider player types and what appeals to each of them so you may design a gamified system with maximum appeal across the groups. From Visually.
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The Five Types of Gamified Experiences

The Five Types of Gamified Experiences

Blog, Gamification, Serious Games
When starting to discover gamification it is important to have an understanding of what gamification is, and what it isn't, and how it fits in with the other gamelike experiences we encounter in life. Is Gamification the same as Serious Games? Are Simulations actual Games? To try to make the distinctions between gamified experiences a little more clear, I have put together a chart which show the essential differences and where each one sits in relation to the others:     To break this down further, I will briefly go through each type of gamified experience: Games On the chart, Games are at the bottom left. They use elements of gameplay such as rules and scoring and are created primarily for entertainment purposes. There is no purpose beyond playing the…
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The 74 year old Pokemon Trainer

The 74 year old Pokemon Trainer

Blog, Gamification
Gamification and videogames overlap with the mighty Pokemon Go! This 74 year old Pokemon Master has used the game to transform his therapy into a fun and engaging life experience. 74-year old Spaniard Amadeo Busquets was diagnosed as a diabetic and was told by doctors that he needs to walk at least four kilometers a day. The trouble was, he found it incredibly boring... Pokemon GO It was then that he decided to find something that he could do whilst engaging in his daily exercise. The solution he came up with was to gamify his boring experience into an opportunity to enter the world of Pokemon GO. As a result of his daily walks he was able to collect almost every available Pokemon and is the envy of most players.…
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Gamification Guru Power 100 no.27!

Gamification Guru Power 100 no.27!

Blog, Gamification
Metal (Gamification) Guru Today sees the publication of the Rise Global 'Gamification Gurus Power 100'. Although I have mixed feelings about Leaderboards, there's something undeniably intoxicating about being added to and then being positioned on the list. Having reached the heady position of 27th on the list for November 2017 (and improving on my last month position), I have encountered an unexpected side effect of this status: My positioning gives me a vote on the Annual Awards which will be presented at Gamification Europe, held this year in Brighton on November 27th. Not only that, my vote is also weighted by my Guru Score which gives me reasonable punching power without breaking my fingers. And this is the BEST part of it! I can now cast my votes for the…
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