Do-it-Yourself Gamification

By gameandtrain on from www.gameandtrain.com

Do-it-Yourself Gamification
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”.
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Virtual Reality Gamification: Part One

By gameandtrain on from www.gameandtrain.com

Virtual Reality Gamification: Part One
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.
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Emerging Learning and Development Models: Part Eight

By gameandtrain on from www.gameandtrain.com

Emerging Learning and Development Models: Part Eight
Extrinsic reward behavioural management has to do with using awards, such as badges, certificates, real world prizes and career progression through a gamified system. It is connected with cognitive behavioural representation in that it uses a form of reward to flag desired behaviours. We do this already in human resources and employee reviews, but here we are going to gamify it. Gamification is a very effective way to award desired training behaviours and weight them by reward progression.
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Emerging Learning and Development Models: Part Nine

By gameandtrain on from www.gameandtrain.com

Emerging Learning and Development Models: Part Nine
In our penultimate installment of our series on emerging digital learning technologies, we are going to look at mastery-based progression. Mastery is a continuous process of refining skill and reflective practice, and we all acknowledge it in some form. For some it is watching a Shaolin monk leap into the air; for others it is seeing the work of a great painter; maybe for you it is seeing that mechanic who always puts you back on the road.
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Emerging Learning and Development Models: Part Ten

By gameandtrain on from www.gameandtrain.com

Emerging Learning and Development Models: Part Ten
In this last post about emerging L&D models we are going to look at strategic design in gamification. There are a few factors interacting in the best gamified mobile designs:

a. Semiotic relevance
b. Strategic game or learning design
c. Plasticity of the design system
d. Emergent learning

In order for all of these to be present, we need to be familiar with the various technologies we have discussed over the past two months.
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"PLAY TO LEARN" WITH KARL KAPP

By RaviPratapSingh on from https://lnkd.in

"PLAY TO LEARN" WITH KARL KAPP
We, at Learnnovators, are honored to be a stop on the “PLAY TO LEARN” book tour. In this exclusive interview, Karl Kapp answers our questions on this well-crafted and insightful book.
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Emerging Learning and Development Models: Part Seven

By gameandtrain on from www.gameandtrain.com

Emerging Learning and Development Models: Part Seven
Mobile gameworlds are a big thing. Mobile games, including poker and other traditional designs, represent a market of over $5B annually from China alone, and as the figure below depicts, an even bigger market share in Japan. What is a mobile gameworld and how might it fit into the customer desirability matrix in training? At what point do we want to create an imaginary world, be it a city, a sales empire, a fantasy planet?
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Emerging Learning and Development Models: Part Five

By gameandtrain on from www.gameandtrain.com

Emerging Learning and Development Models: Part Five
Pushed play refers to the demand that learners complete a game in order to progress through learning material. Open world learning is the opposite, entirely user-controlled access to content. Connect Play is the name of the working group under AGE-WELL, Canada’s National Center of Excellence on research in Aging and the hub of a lot of research on pushed play. In this post we are going to talk about the advantages of pushed play versus those of open world learning.
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