Gamification borrows elements from traditional games and/or video games depending on the media it is presented in. It has been applied to non-traditional gaming environments like finance, health, media, education and more!
Design Principles within the context of an Educational application include:
- Goals: clear, specific, moderately difficult.
- Challenges: clear, increase in difficulty.
- Customization: challenges that are adapted to players' skills, increasing difficulty.
- Progress: visible progress to status of master.
- Feedback: immediate feedback and rewards such as badges, levels, leaderboards.
- Unlocking content: achievements lead to accessing new levels.
- Freedom to fail: low risk, multiple attempts.
- Storytelling.
- New characters.
- Time restrictions.
References:
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, September). From game design elements to gamefulness: defining gamification. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 9-15). ACM.
Deterding, S., Sicart, M., Nacke, L., O'Hara, K., & Dixon, D. (2011, May). Gamification. using game-design elements in non-gaming contexts. In CHI'11 Extended Abstracts on Human Factors in Computing Systems (pp. 2425-2428). ACM.
Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in Education: A Systematic Mapping Study. Journal Of Educational Technology & Society, 18(3), 75-88.
Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education. John Wiley & Sons.
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