Unlike the last generation, youngsters and
students these days get exposed to games, gaming hardware and gaming culture at
a very young age. They find games a natural extension of their creative and
exploration drives. They find games natural and part of their daily lives. They
often use games for social interactions as well.
Image Courtesy: elearninginfographics.com |
Educators have taken notice and are trying to
take a page from Game Designer's book to make their educational content as fun,
engaging and memorable as the games their students play. Many people believe
that having leader-boards, badges etc. Are enough to “gamify” a subject but
often gamification is more than that. Presented below are some often overlooked
elements that goes into correctly gamifying an educational process.
Game Mechanics
Without Game Mechanics, a game cannot exist.
Many attempts to gamify an educational process employs one or two elements of
game theory, but fail to integrate game mechanics in a meaningful way. Game
mechanics are part of game design and game designers have discovered 24 ways of
motivating gamers to engage with their interactive experiences. Any attempt at
integrating game design principles in education must consider these 24
principles of game design.
Bartle Test of Gamer Psychology
Bartle Test of Gamer Psychology identifies four
types of gamers. Your students can take the evaluation to see which category
they fall into. A good gamification design must consider all four gamer types
in order to present a balanced experience for all participating students.
Gamification is an Iterative Process
Commercial games and gaming systems undergo a
kill-gate model of development and those that survive have their game designs
iterated and refined over numerous play sessions and focus group testing. Last
things successful games and game mechanics follow are a waterfall big bang
approach to development. Many companies that implement gamification solutions
fail to realize the importance of this iterative process and try to deploy a
one size fill all solution that seldom works. Mrs Neeru Bahl, CEO of MAGESStudio, a gamification consultancy and solutions studio says,
“While its
possible that budgets can sometimes impede the educational institutions ability
to iterate as often as required, the institutions should always be cognisant of
the fact that they must observe and collect feedback and data from their
implementations to hone it - should the opportunity present itself.”
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