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.
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.
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.
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.
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.