Have you ever watched someone play Angry Birds, Fruit Ninja, or World of Warcraft? They are totally absorbed in the moment. What are they playing for, you might ask? Often, it is just the sense of personal accomplishment in reaching a new level. Now imagine if you could harness this same [...]
How do game-based learning, gamification, and eLearning designers learn ways to increase engagement and effectiveness in corporate training? By looking at popular games! Here we look at the wildly successful Candy Crush Saga to teach us 4 effective gamification design strategies for your next learning game project.
Laura Sterling's insight:
This gets me thinking more about how to use social components in training - like tracking social interactions or peer submissions and tying those elements into a leaderboard or badge scenario - or how to recognize/reward people for "on the job development"
Would you like to gamify your classroom? People love to play. Whether your students are in kindergarten or college, adding fun to classroom learning by playing games is a positive and effective way to engage students. Your students are already master game players, whether those games are technologically based or not. Use this knowledge and expertise everyday by gamifying you classroom because play doesn’t have to be reserved for recess anymore.
You’re considering - or already using - gamification in learning and your mission is clear: You want to increase engagement and motivation by harnessing the power of what humans inherently love to do - play games.
For 20 years now, Gartner has released their annual Hype Cycle by mapping technological trends, assessing potential, and providing expert analysis. As co-founder and Board member at Badgeville, I’ve watched as gamification made its debut in the 2011
Technologies and climbed over the Peak of Inflated Expectations through the years. In early August, I was excited to see the recent Hype Cycle advance gamification to the Trough of Disillusionment – a place all new technologies must pass through to become mainstream.
Is the buzz on gamification in business reaching its peak? According to Gartner’s Hype Cycle, that may be the case. Yet according to Brian Burke, gamification in business (and, we would argue, training) can “motivate people to do extraordinary things.” Experienced, talented learning and development professionals have the skills to take gamification in business beyond the hype.
Laura Sterling's insight:
"most gamified solutions will fail because of skipping or skimping on the upfront analysis" = agreed!
Video games can offer a playful approach to learning a new concept, providing a jumping off point for diving deeply into a topic. Games can’t do all the teaching, but they are an engaging way to get kids thinking -- even about ethics.
The Problematic Connotation Of Video Games by Terry Heick Perhaps more than any other media form, video games suffer from connotation. While sourced directly from a stunning convergence of art and technology, the public perception...
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