In this edition we are going to introduce you to the research on video games and neuroscience to lay the ground for more substantive analysis of gamification. Given that game-based learning is a blend of game design and instructional design, it is only rational that we familiarize ourselves with both of these fields. We had some good conversations emerge from our last blog entry on DNP suppression, VS stimulation and dopaminergic drip models so we want to get you thinking about this more.
The key areas that gamification affects in the brain are the default mode processing nodes, the ventral striatum and the dopaminergic pathways. The default node processing (DNP) studies are completed using fMRI, an imaging technique that shows the brain activity that occurs when we are not focused. Gamification progressively deactivates default processing by focusing attention. The more we game, and hence, the more uncertainty we have during learning, the more this deactivation takes place.
There are many gamification elements to consider when building your eLearning programs. Try these 7 gamification ideas to get more from your serious games.
Why do we use "gamification" as an umbrella term? And what are we really talking about? Dr. David Chandross clarifies the infamous buzzword and others.
In this last installment of our series on VR we look at the work of Toronto game design professor Bill Kapralos, Ph.D. and other ongoing researchers in this space. The first is his work on total knee replacement arthroplasty (TKA) and the use of VR and gamification to reduce costs. His work here is cited with permission from the University of Ontario Institute of Technology.
How does a virtual space, either coded simulations or detailed images, affect our feelings? Can we emotionally immerse? Let us consider the arguments. Learning which creates feeling is said to operate in the affective domain. The affective domain is the part of learning where we have emotional responses to the material and this helps cement recall. Recall is strongly linked to emotions in behaviourist thinking.
In the field of gamification there are many solutions available. The majority of these solutions are based on building a platform, a game system which has a fixed narrative, theme, mechanics system and linkage to learning. Many of them are highly compelling and well designed, and that aspect of enterprise gamification is well serviced. There is, however, an emerging market in the customization of design for clients. This is what we call “do-it-yourself game design”.
This is the first post in our series on augmented and virtual reality and gamification. Typically these terms refer to production of “assets” in a “setting” or “scene” which are used to depict either objects or actors in a virtual space. In VR, the entire scene is immersive and is generated. The AR version of this is the location of virtual objects in the real world.