Mapping Gamification

Mapping Gamification

DOI: 10.4018/978-1-7998-2079-6.ch002
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Abstract

The design and guidelines for gamification have always been famous for the designers to find a range of solutions to provide empowerment, engagement, and assist with retention within education. It is essential to think of the user perspective and find new ways of creating challenges and motivation techniques to provide value. Gamification, when applied to different disciplines, has the potential to facilitate the individual better. This chapter addresses a knowledge gap around the effective use of gamification design principles and mechanics while improving retention. With the use of gaming mechanics as a driving point, specific design considerations are explored with badges, leader boards, points and levels, and challenges. Current research indicates that gaming mechanics, when applied to the education or industry, can encourage and motivate the learner while enriching their experience.
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Exploring Gamification Design Principles

The goal of this chapter is to explore design principles associated with gamification and how different sections can be utilized to improve the educational experience. Principles of gamification can be applied not only to education but also to industries to empower the employees. Types of applications that gamification applied to is that of MOOCs (Aparicio, Oliveira, Bacao, & Painho, 2019); blending learning (Mystakidis & Berki, 2019); e-learning sites (Bouchrika, Harrati, Wanick, & Wills, 2019); disabilities (Shaban, & Pearson, 2019) and research institutions, for example, Military (Hancock, Sirizzotti, & Martin, 2019); Hazard Constructions Industry (Mohd, Ali, Bandi, & Ismail, 2019), Health & Medical (Cotton, & Patel, 2019).

The design and guidelines for gamification have always been outstanding for the designers to find a range of solutions to provide empowerment, engagement, and assist with retention within education. It is essential to think of the user perspective and find new ways of creating challenges and motivation techniques to provide value and learner engagement (Gatti, Ulrich, & Seele, 2019). To assist with motivation, engagement, and influences, as pointed out by Gatti et al. (2019) & Bhatti (2019), maintaining learner attitudes, is essential when dealing with learners. Gamification assists developers/designers to inspire learners to receive positive feedback, encouragement, and assist with self-respect from others within the community (Green, 2019; Chen, Yang, Huang, & Fu, 2019).

Gamification is changing the world in profound ways. Educators, having recognized the contributions that the use of gaming mechanics is having on the learner's growth and well-being, are now thinking about how they can strengthen the learning process through creating innovative ways to challenge and support the learner (Costello, Lambert & Smith, 2019; Tolks et al. 2019). Through engagement via MLearning (Costello & Lambert, 2019) the learner with productive media interaction and feedback is used to inspire the individual to gain a sense of accomplishment, educators are spicing up the classroom activities to immerse the learner through adding enjoyment and motivational techniques so that learners can achieve great heights. The main drive of gamification is to influence the learner's own goal and alter their perception of their educational experience through the use of severe gaming mechanisms. Aspects of long-term engagement should be taking into consideration, to assist the learner in growing and developing new competency within a set framework identified by the institution/lecturer (Hammerschall, 2019; Udara & De Alwis, 2019).

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