The Blended Gaming website will develop a community of youth, adults, parents and teachers who will explore the potential for democratic/civic engagement among future citizens who engage with video gaming and the communities it spawns.
Four reasons these apps fail and what you can learn from them.
Here are four reasons why poor implementations of gamification will fail:
1. Lack of planning and strategy. Gamification is only effective when it encourages specific behaviors to achieve specific goals. Too many business gamification implementations don't identify success factors and therefore don't incentivize the right behaviors.
2. Bad processes. Game mechanics can motivate people to operate in accordance with specific goals when those goals are well defined. But even if the goals are clear, they might not align with business objectives. Gamifying bad goals can be just as destructive as ignoring goals altogether.
3. Poor design. Poor game design was one of the major reasons Gartner predicted the demise of so many gamification apps before 2014. Expectations for games have never been higher.
4. Unrealistic expectations. Business gamification can be effective when it's directed at a specific audience, supported with specific, effective goals, and built professionally to ensure engagement. But of course it has limitations. It's important to remember that game mechanics are most effective for jump-starting behaviors, not sustaining them. That's because at a certain point, the impact of any game mechanic will begin to fade. When done right, however, by the time the extrinsic motivator has worn thin, users will have recognized the value of the new behavior and continue it based on their own intrinsic motivation.
Perhaps the best way to think about games in education is not to automatically call everything that looks like fun a “learning game.” Lumping all digital game approaches together makes no more sense than a toddler’s inclination to call every four-legged animal a “doggie.”
Game interest is definitely on the upswing in K-12 and higher education. It seems almost cyclical: every several years, almost in sync with the acceptance of new technologies (such as multimedia CD-ROM, then online, then mobile), there’s a surge of activity with games in education.
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