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Catherine Turner

on 9 April 2015

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Transcript of Gamification

Gamification refers to transforming a boring or mundane task into a fun one by applying the principles that make games engaging
(Yee, 2013, p. 335).

In recent years, involves cloud-based software
Designed and custom-built by programmers with gaming expertise
Platforms licensed to other websites

ervice) platforms
By: Catherine Turner, Midori Derome-Pinto,
Monira Kayhan-Jomaa, Alp Oran, Alexa-Eliza Carter

What kind of technology is needed to make Gamification possible?
Apply game mechanics to engage and motivate to achieve desired goals/outcomes
Harness natural desires for competition, achievement, status, altruism, community, and collaboration
(Yee, 2013)
Teaching Strategies
Encourage competition
Use rewards for accomplishment
Play-based learning environments
Use game thinking for motivation, team building, productivity, enhancement, training, health, wellness, sustainability, and innovation

(Badgeville, 2015)
Societal Impact
Helps motivate and engage certain human behaviours
3 ways Gamification can impact YOU
1) Gamification can motivate you to
Shape Up

Great incentive
Rewards healthy lifestyles
Empowers individuals to make healthier choices

Zombies, Run!
“Get Fit. Escape Zombies. Become a Heron. Join 800 000+ runners on an epic adventure that motivates you to run further and faster than ever before – whether you’re a beginner or an expert!”

“The game that gets kids moving.”
Challenges kids to be active in different ways
Earn badges, and compete against family and friends

2) Gamification can motivate you to
Give Back

Good deeds become fun by rewarding good behaviours and motivating participants


“Raise money for awesome causes and have the most fun while you do it.”
Has raised hundreds of millions of dollars for non-profit organizations around the world

Engages customers and motivates their behavior towards reducing energy usage “during the moments that matter”

3) Gamification can motivate you to
Get Involved

Use it as a tool to bring people from around the world together (Crowd-sourcing)
Collaborate towards scientific and medical breakthroughs

Game geared towards solving a protein puzzles

Deterding, S. et al (2011, September). From game design elements to gamefulness: defining gamification. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 9-15). ACM.

Ehrenberg, R. (2010). In world of proteincraft, humans win: People solve molecular puzzles in online computer game. Science News,178(5),p.1-7.

Extra Credits. (2012, May 10). Gamification- How the Principles of Play Apply to Real Life (Video file). Retrieved from https://www.youtube.com/channel/UCCODtTcd5M1JavPCOr_Uydg

Lister, C. et al (2014). Just a Fad? Gamification in Health and Fitness Apps. JMIR Serious Games, 2(2), E9-E9. Retrieved from http://games.jmir.r/14/2/e9/

Nicholson, S. (2012, June). A User-Centered Theoretical Framework for Meaningful Gamification. Paper Presented at Games+Learning+Society 8.0, Madison, WI.

Surendeleg, G. et al (2014). The Role of Gamification in Education - A Literature Review. Contemporary Engineering Sciences, 7(29), 1609-1616. Retrieved from http://dx.doi.org/10.12988/ces.2014.411217
Wortley, D. (2014). Gamification and geospatial health management. IOP Science, 20. p. 1-5.

Yee, K. (2013). Pedagogical Gamification. In L. Cruz & J. Groccia (Eds.), To Improve the Academy Resources for Faculty, Instructional, and Organizational Development. (Vol. 32, pp. 335-349). New York: John Wiley & Sons.
The Downside
Once you start seeing the fun in the mundane of everyday, you may not be able to stop!

What is it?
“Gamification refers to transforming a boring or mundane task into a fun one by applying the principles that make games engaging” (p. 335).

What is happening?
Current popular use of mobile computing of cell phones and tablets with social networks and apps has shift from individual game playing to social (cooperative) gaming. Many theorists foresee video games to become the preferred method of learning. While gaming is becoming intertwined in everyday life through technology, there needs to be more software that is user-friendly to incorporate into the classroom. The five principles of gamification are as follows: display progress, maximize competition, calibrate difficulty carefully (goldilocks level of difficulty), provide diversions, and employ narrative elements (storytelling). Gamification enhances learning with rewards and engagement thereby increasing interest in learning.

(Yee, 2013)
Can incorporate hardware
Internet-connectable tools (e.g. tablets & smartphones)
(Chipped) Cards (e.g. credit cards)
Does not preclude low-tech options
Some of the more popular websites that provide customizable
gaming platforms.
These tools are used to record evidence of participation and justify rewards (e.g. issuing badges, perks, level ups, etc.).
Non-electronic designs can be used instead to achieve the benefits of Gamification.
Gamification increases interest to learn, regardless of personal interest in the subject matter (Surendeleg et al, 2014)

Helps to understand complicated information (Surendeleg et al, 2014)

Gamification makes the task objectives the same, but the motivation to learn them different (Yee, 2013).
Practical Implications
Learning management software (LMS)
(i.e. Blackboard) are only beginning to integrate gaming aspects to them. Software needs to be more user-friendly to incorporate more gaming attributes to learning. (Yee, 2013)

It is not used enough in Education yet to know how to include Gamification in assessments, but can still be used in tasks along the way to learn in the interim.
There may be potential security or safety risks with the use of mobile technology. (Surendeleg et al, 2014)

60% of health initiatives in workplaces now include Gamification elements

Gamification is close to a 2.8 billion dollar industry

There are over 31,000 health apps for ex. physical activity, diabetes self-management

(Lister et al, 2014)
Go Noodle

Join for free. It's easy!
Explore the site and brainstorm ways you could use this Gamification tool in your personal and/or professional life.
Post your reflections in the Discussion Forum on:
The readings, the activity, and any relevant experiences with Gamification
Benefits and possible concerns with Gamification.

(Deterding et al, 2011)
Watch this brief video!
What are the pedagogical implications of Gamification?
What does Gamification mean for society?
Educational Theory
Many educational theories inform Gamification but their one commonality is the user is at the "
Organismic Integrated Theory
The Gamification system must be:
Meaningful to the user
Relevant to the user

Situated Relevance Theory and Situated Motivational Affordance Theory
Background that the user brings to the activity
Organizational Context
Universal Design for Learning
(UDL) Theory

Can exhibit learning in a variety of ways
Chose how they will meet the learning objectives

User-Centered Theory
User’s needs and goals are primary

Every decision is made based on: How will this benefit the user?

Player Generated Content
Set their own goals
Develop content

(Nicholson, 2012)

Gamification is motivating by nature due to its external rewards. These rewards are geared towards "out-playing" the competition via point systems, badges, etc. But in order for gamification to produce long-term engagement, the motivation must be internal. How can we do that? Nicholson posits 5 theories: the organismic integration theory; situational relevance; situated motivational affordance; universal design for learning; and player-generated content. Summarized, meaningful gamification focuses on the "play" elements as opposed to the "scoring" elements, leading users to have a positive long-term experience with the organization "behind the game".

(Nicholson, 2012)
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