Gamification Group N Peter Fox, Tom Williams, Plamen Mangov, Matthew Hammick Tutor: Gennaro Parlato Topic 14: Gaming as a driver for application online.

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Presentation transcript:

Gamification Group N Peter Fox, Tom Williams, Plamen Mangov, Matthew Hammick Tutor: Gennaro Parlato Topic 14: Gaming as a driver for application online

Presenters Peter Fox Thomas Williams Plamen Mangov

What is “Gamification”? ● Gamification is the process of incorporating game design elements into non-game, regular applications and systems ● The idea behind it is to make users engage more with the system or to make a mundane task more enjoyable. ● It has uses across a wide range of environments, a few of which we will discuss. ● Educational, motivational, social and business environments

Game design in Curricula ● Core elements of game design apply very well to curriculum design ● Well designed games teach you the core game mechanics ● Make a more enjoyable and memorable course

Games as an educational tool ● Video games have been prevalent for more than 30 years ● Use in the classroom has been fairly limited until recently ● Due to a lack of understanding in how to apply games to a learning environment ● Video games have been used successfully as a learning tool

Games as an educational tool There are now annual conferences on the topicThere are now annual conferences on the topic MinecraftEduMinecraftEdu Minecraft, a lego like sandbox gameMinecraft, a lego like sandbox game 1st and 2nd grade students taught mouse and keyboard skills1st and 2nd grade students taught mouse and keyboard skills World of ClasscraftWorld of Classcraft Role playing, earn experience and levels for tasks completedRole playing, earn experience and levels for tasks completed Entire classroom turnedEntire classroom turned into a game, not just select moments Concepts e.g. monsters areConcepts e.g. monsters are homework, boss battles are tests

Business ● A small game featuring/introducing a new product. ● People play and gain some small in-game reward ● Keep exposing themselves to the advertisement ● Doritos Dash of Destruction – Features a T-Rex trying to intercept delivery vans full of crisps. ● Share with friends(the social aspect, sharing inherent to social networks) – Creates more exposure. – Creates self-sustained hype for the product.

● Challenges ● Rewards ● Points ● Challenges ● Rewards ● Points

Social ● Applications often used in businesses for internal motivation. ● Employees take part in an activity to gain reward ● Scoreboards (competition) ● Material rewards (personal gain) ● Keeps employees on task while improving motivation and skillset

Social ● Social networks are a great way of supporting gamified apps ● Users of the network share a lot of things with each other, especially something they find fun and enjoyable ● This means users are likely to encourage friends to use the app and increasing its usage

Motivation ● Autonomy ● Mastery ● Purpose ● These characteristics are inherently present in games

Summary ● Gamification is used in many settings, a lot of time the users don't even realise it. ● It's use is on the rise, expected by 2015, top 2000 public companies will use gamification

References ● ● ● ● Vassileva, Julita. "Motivating participation in social computing applications: a user modeling perspective." User Modeling and User-Adapted Interaction (2012): ● ● Squire, Kurt D. "Video games in education." Int. J. Intell. Games & Simulation 2.1 (2003): ● Chandler, Curtis. "The Use of Game Dynamics to Enhance Curriculum and Instruction: What Teachers Can Learn from the Design of Video Games." Journal of Curriculum and Instruction 6.2 (2013): ● Mingfong Jan and Kurt Squire Learning argumentation through a role-playing game-based curriculum. In Proceedings of the 9th International Conference of the Learning Sciences - Volume 2 (ICLS '10), Kimberly Gomez, Leilah Lyons, and Joshua Radinsky (Eds.), Vol. 2. International Society of the Learning Sciences ● Akilli, Göknur Kaplan. "Games and simulations: A new approach in education." Gaming and Simulations: Concepts, Methodologies, Tools and Applications (3 Volumes) 1 (2010): 150. ● ● ●