GAME AND GAMIFICATION
GAME AND GAMIFICATION
In the resent years,
social media has been source of entertainment for people which keep them busy.
But wait, have you ever wondered what keep people busy and entertained before
twitter, Facebook, Instagram, snapchat and the rest of the social media? Yes,
it is the traditional games. These games were initially in form of sports and
competitive tournaments.
However, with the advance in technology, the
development of video games has allowed people to get engaged without having to
go to field to play or games stadia.
Games are not only for fun, it helps some to sharpen
their ideas, teaches some certain aspect of life. But there are differences
between games, gaming and gamification. Do you know their differences?
GAMES
Games are computer-simulated applications that offer fun
and rewarding digital interactions to users. They are highly engaging as they
keep the mind actively involved in a virtual environment (Garbade, 2018). Games are exciting and can be structured to serve as an educational motivation for players.
Also, it can help
to imbibe a subconscious thought that you don’t always win as you can sometimes
loose and sometimes struggle. Games can be computer games, board games, card games and so on. The popular solitaire sharpens the mind by keeping the player
attentive.
Examples of computer games as suggested by Hurst, 2015 are:
- Massive Multiplayer Online (MMO): It is played over the internet or local area network. It allows interaction between players in the virtual game room. You can play with people all over the world.
It is made up of many levels, from beginner to expert.
These
are brain games with no action involved.
Challenges are completed by fighting
with enemies.
The player uses the character of his choice to represent
himself.
7. Stealth shooter: It is a spy or war game where stealth is used to defeat your enemies.
8. Combat: It is a fighting game. The player
needs to be fast and ability to use the controls for all kinds of fighting.
9. Role-Playing
game: The player acts out the part of the main character and make decision that
go along with the story line.
10. Educational
games: It helps with learning process. The most common of this type are
educational game for maths, science and ICT.
Hurst, J., 2015. 12 Types Of Computer Games Every
Gamer Should Know About. Thought Catalog. Available at: <https://thoughtcatalog.com/jane-hurst/2015/02/12-types-of-computer-games-every-gamer-should-know-about/>
[Accessed 15 Mar. 2019].
WHAT IS GAMING?
Gaming is the act of playing video games on game
console. Today, virtual reality (VR) allows the players to enjoy the experience
by taking gaming to a whole new level. Players now have more control of the
game with VR technology as they can feel, see and experience more.
WHAT IS GAMIFICATION?
Gamification looks at how the game
ideologies and elements are applied in non-game frameworks to achieve certain
results and promote desired behaviours (Garbade, 2018).
Gamification in another word, is the borrowing of
elements of gameplay and applying them in a traditional non-game context to
recreate the same level of attention and engagement in the human brain as would
occur in a state of play.
Example of gamification in the classroom
·
Organising a
challenge or activity that involves more that one way to solve
·
Giving badges
instead of grades
·
Tracking of
student progress in a fun or visual way
GAMIFICATION IN AN EDUCATIONAL CONTEXT
Games are avenue for something deeper and more
meaningful than childish waste of time. Playing games is the first method
children used to explore higher-order skill of thinking associate with
evaluating, analysing and applying new knowledge.
Games have many elements that makes them powerful in
learning. They are structured to solve a problem which is an important skill
for today and tomorrow. Depending on how they are designed, games can teach and
test the player.
Gamification, which is the approach of adding game
element like storytelling, feedback, badges, collaboration and learning through
trial and error into non-game situation has experienced widespread of
implementation in marketing and training
field with success stories (https://www.cio.com/article/2900319/3-enterprise-gamification-success-stories.html).
TYPES OF GAMIFICATION FOR LEARNING
1. Content
gamification: The player learns the basics of real estate business by buying
cities and making houses while playing the game.
2. Structural
gamification: Example is a game musical chair. This form of gamification
gives a game-like structure to the content. The content not really a game but
how it is presented.
WHEN TO USE GAMIFICATION
Asking
these questions to yourself gives the answer to when to implement
gamification. If answer is yes, then time for gamification.
1. Is
the content boring for learner?
2. Do I
want to bring about a cultural change?
3. Do I
want to change the image of my internal brand of training?
4. Do I want to improve
the learning performance?
HOW TO DESIGN YOUR GAMIFICATION EXPERIENCE
1. Choose the right gamification template for good gamification story
2. Mix the element of gamification rightly
3. Don't leave the seriousness of learning behind, the content is also
important
4. Make the gamification element meaningful
Examples of Gamification in The Classroom (Game
Based Learning)
Ø KnowRe: Personalised maths Learning (KnowRe is an online adaptive
math learning platform which aims to help students succeed I maths by
assessing, personalising and engaging students with game-like features,
attractive graphic and social learning). http://www.knowre.com/product/
Ø DuoLingo: Learn a language while translating the web
(https://www.duolingo.com/ )
Ø ClassDojo is a classroom communication app used to share
reports between parents and teachers. Teachers track student behaviour and
upload photos or videos. The gamification style system teaches developmental
skills through real-time feedback.
Ø Brainscape is a web and mobile education platform that
allows students to study adaptive flashcards. The website and mobile
application allow students, teachers, and corporate trainers to create
electronic flashcards, and to find flashcards created by other users and
publishers around the world.
Ø Socrative
is an in-class mobile
interaction between teacher and student. Students share their understanding by
answering formative assessment questions in a variety of formats: quizzes,
quick question polls, exit tickets and space races. Once students launch the
Socrative Student App, they'll be prompted to join the teacher's room via the
teacher's unique code. No student accounts necessary.
Ø Play
brighter: Where missions
replace assignments.
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