Are you a gamification wizard? Play the game!

via Connie Malamed @cmalamed, theelearningcoach.com

Ready for a challenge? How much do you know about gamification? Find out by answering the questions below, which are based on Karl Kapp’s new book, The Gamification of Learning and Instruction.

INSTRUCTIONS: Answer each question below. Then read the “Karl Says” explanation to see if you’re right. Give yourself 10 POINTS for correct answers and zero for incorrect. Add up your score and check to see to see if you’re a Gamification Newbie, Apprentice or Wizard at the end. How did you do? Let us know in the Comments section below.


KARL SAYS:
“Extrinsically motivated behavior … is behavior undertaken in order to obtain some reward or avoid punishment. It is when a person seeks to earn something that is not directly related to the activity.”

KARL SAYS:
“Creating avatars and having a learner perform a task as an avatar influences that person’s actual behavior outside of the virtual environment.”

KARL SAYS:
“When considering what type of play to use for the creation of gamified content, keep in mind the blending of competition, cooperation, and self-expression. Allowing all three of these elements will encourage the most engagement and activity with the gamified content.”

KARL SAYS:
“Achievers are interested in acting on the world. Explorers are interested in interacting with the world of the game. Socializers are interested in interacting with players. Killers are interested in acting on other players.”

KARL SAYS:
“Scaffolding is process of controlling the task elements that initially are beyond the learner’s capacity, so that the learner can concentrate on and complete elements within his or her immediate capability. Once that task is accomplished, the learner is then led to accomplish another goal that builds upon the previous.”

KARL SAYS:
“To teach in the psychomotor domain, design a game where the learners have the opportunity to observe a player within the game conducting the psychomotor activity or are able to use a haptic device to mimic the steps and receive tactical feedback on the activity within the psychomotor domain.”

KARL SAYS:
“If competitive achievements are used in a game, make them available only after players are comfortable with game play and no longer learning the ropes.”

KARL SAYS:
“The uncertainty of an outcome influences the brain’s response to reward. Uncertain rewards release more dopamine than predictable rewards.”

KARL SAYS:
“Another good example of cooperative play is the social game FarmVille, which leverages aspects of the social network Facebook to encourage interaction and sharing among players.

KARL SAYS:
“Prior to considering the treatment of the content within the game, consider the types of interactions that will drive the game play. Relate the interactions back to player and game types.”

ANSWERS
1-c     2-a     3-b     4-c     5-a     6-b     7-b    8-a     9-b     10-a

YOUR LEVEL

If you’re intrigued by games and what they can do for your learners, then check out The Gamification of Learning and Instruction. I highly recommend it. You’ll never be able to make boring eLearning again.

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