A downloadable game

Gamification is the application of game-design elements and game principles in non-game contexts. It can also be defined as a set of activities and processes to solve problems by using or applying the characteristics of game elements. 


Gamification works because it triggers real, powerful human emotions. These are positive user experiences. And positive user experience leads to better engagement, loyalty and higher sales !

Gamification techniques are intended to leverage people's natural desires for socializing, learning, mastery, competition, achievement, status, self-expression, altruism, or closure, or simply their response to the framing of a situation as game or play. Early gamification strategies use rewards for players who accomplish desired tasks or competition to engage players. Types of rewards include grades, achievement badges or levels, the filling of a progress bar, or providing the user with virtual currency. Making the rewards for accomplishing tasks visible to other players or providing leader boards are ways of encouraging players to compete. 

Gamification is a way to change that and make things not only more fun but also more productive.

Another approach to gamification is to make existing tasks feel more like games. Some techniques used in this approach include adding meaningful choice, onboarding with a tutorial, increasing challenge, and adding narrative.

https://www.scoop.it/topic/gamification-by-gamifikathon

It’s time to get serious about playing because when it comes to eLearning, gamification isn't just for fun. While it’s commonly assumed that gamifying your eLearning courses is merely a pleasant distraction or attention grabber, it is far more useful tool than people tend to give it credit for. 

https://www.shiftelearning.com/blog/why-gamification-elearning

According to educational video game designer Marc Prensky “students now learn differently than students did even a generation ago” and "you can't hold people's attention the way you used to.” And because of this attention problem, games are becoming more important than ever in making effective eLearning courses for the actual and coming generations.

As gamification makes seemingly mundane tasks fun, using it appropriately can boost participation rates in eLearning courses, increase employee motivation and even improve retention. In this post we will take an in-depth look at why gamification can make your eLearning courses more engaging and effective. 

Kahoot quiz on gamification: http://bit.ly/gamification21


"If you can make something more fun, and include notions of play, you can get people to do things they otherwise might not want to do."

he increased willingness to participate and engage is supported biologically by dopamine, which is released when a person experiences pleasure and increases motivation to continue doing the thing that gave pleasure. This is how gaming rewards work. 


Traditionally, anything that would be considered more like playtime has been looked down upon in the business and training world. However, playing does more than just make things more pleasant. It also encourages people to want to learn more, increase concentration, and increase effort and determination to learn.

https://www.scoop.it/topic/gamification-by-gamifikathon

We have a natural desire to be curious, discover and to learn, but this is often discouraged with old training methods. Gamification can spark this desire to learn back to life. 

http://www.marcprensky.com/writing/Prensky%20-%20Digital%20Game-Based%20Learning...

10 Rules For Writing Multiple Choice Questions

10 Rules For Writing Multiple Choice Questions
http://theelearningcoach.com/elearning_design/rules-for-multiple-choice-question...
  1. Rule #1: Test comprehension and critical thinking, not just recall
  2. Rule #2: Use simple sentence structure and precise wording
  3. Rule #3: Place most of the words in the question stem
  4. Rule #4: Make all distractors plausible
  5. Rule #5: Keep all answer choices the same length
  6. Rule #6: Avoid double negatives
  7. Rule #7: Mix up the order of the correct answers
  8. Rule #8: Keep the number of options consistent
  9. Rule #9: Avoid tricking test-takers
  10. Rule #10: Use ‘All of the Above’ and ‘None of the Above’ with caution
StatusIn development
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
Authorgamifikathon
GenreEducational
Tagsgamification, ludification, methodology, tips

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