Tore Rex, I like your definition. I think the most engaging elements of games are the sense of mastery, immersion in a story and taking on a role. All elements highlighted or encompassed with your definition. Something like classCraft (and other gamification platforms) seem to involve both the use of structural gamification (awarding of points, badges) and content gamification (taking on a role and then approaching content from that role and earning powers). I don't think structural is "cheap" it must be used carefully and intelligently and can't be overused. Additionally, it doesn't use the best of games--sense of adventure, conquering the unknown or going on a journey. I think was we learn more about how games motivate us to embark on challenges, we'll figure out the right mixture of elements to borrow from games and integrate into learning. Thanks for your insighful ideas about gamification. Karl
Great introductory video on Gamification with clear explanations and examples! Thank you for your insight Karl. Looking to use gamification, both as part of my current university studies but also as a motivational incentive at work.
Thank you so much... I'm currently researching gamification as part of the final dissertation for my teaching masters. I hope I can find your book somewhere and borrow it.
very kickass! not only did i find the answers to what I was looking for ,Totally by chance I pick the video that is an author on the subject! Thank you Mr Kapp ,Ya know now that I think about it this whole little quest was in terms a model for gamification,now if I only had some stars and banana stickers by my name .
Hi Karl, great introduction to gamification in education. Thanks! I guess the most immersive gameplay is found in content gamification as structural gamification is kind of a cheap way of creating student engagement? Where do classCraft belong structural or content? In my view gamification is about a heroes (the players) journey to reach a "legendary" goal. Fictive on non-fictive. The game mechanics and game design thinking acts as a feedback mechanism telling the hero how things are turning out, on the way to milestones and the ultimate goal. It's a way of presenting data to the player. (This implies the use of measuring players performance with or without technology (sensors.) Thinking gamification this way it's all about designing the players experience - in other words human centered, motivational experience design. Would love to hear your thoughts on my definition. Again, thanks for a great vid.
Karl, Great explanations. The concept of sending daily questions/challenges to be answered is very interesting. That would require some infrastructure - beyond a Learning Management System (LMS) - to actually present the daily challenge, capture correct/incorrect answers and continually tally the scoring. Do you know of any apps or strategies that do this well - without costing a gazillion dollars? Thanks for your insight.
+Robert Gay One option is Coursesites by blackboard, is completly free and you can use (for free too) the Blackboard Learn Mobile App. The test tool in Blackboard is a good way to create and send daily question or challenges .... I've use it with good results.
Thanks Karl, it helps me to restructure my 'knowledge' - thoughts about G. It is very useful. Are you drawing yourself or is this a tool for the presentation? Regards, Des
Dear Karl Kapp, I would like to ask something that confused me. What if during the the gamification process I reach a conclusion that a course, at best, has to be delivered in the form of virtual environment and the end product has all the characteristics to be defined as a game? Is the end product still callled a gamification? Or a serious game? Thank you.
Alfa, That is a good question. I don't have an easy answer. I am not sure how many elements are needed to convert a game to gamification. The elements that make something more of a game than gamification are the elements of story, character, feedback tend to make it a game. However, if you add a question or two to a Candy Crush-type game, that's still a game but it feels like the question was kind of "bolted on" to the game so that doesn't feel authentic. Another, non-scientific test is that if it feels like a game, then its a game. If it feels like a learning experience with game-elements, its gamification. I think the actual classification of "game" or "gamification" is not as important as the idea of interactivity and engagement of the learner. If the learner is engaged and is motivated, that's the real key.
+Karl Kapp Great response Karl. In my personal opinion, thru a gamification process you can generate a game (thru a whole pie, you can get a piece of it), but the most important aspect must be the interactivity, engagement and motivation generated.
+Karl Kapp Also, here is a more updated link estimating it to be closer to 11 Billion by 2020 www.prnewswire.com/news-releases/gamification-market-growing-at-463-cagr-to-2020-led-by-social-media-568923551.html
Hello, This is Abhishek Jain , i am studying in IIM Visakhapatnam, we are doing our research project on "Impact of Gamification on E- Commerce website and educational websites", your response will be of great value, thank you.
Yes, sure. The stats are from www.prnewswire.com/news-releases/gamification-industry-trends-growth-opportunities-and-competitive-landscape-2020-2024-301109256.html (this is an updated version). The info on Gamification is from the book "The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Eduction" by Karl M. Kapp.
Gamification has been used in industry and various simulation models. When you consider “battles” or past dice games and bastardization of history… let’s just say… in the real world… games and simulations with people could result in very large lawsuits. I health care, epic style emr dives into patient information could result in very real violations of trust and rights of people. The reality of past history and needs of real world work with better understandings and not overt control is very real. For instance, small town politics have basements and balconies of influence… same holds true for political parties and academic organizations. When egos ru amuck… bad things can happen. So, we must understand the needs and limits of various structures and create positive feedback loops without hurting the rights of people and communities. Amazon style games for warehouse picking… it’s interesting learning, which also reinforces the needs of rights of workers and connections of benefits and community. Any more specifics would aggravate process created out of weird good intentions. We need better y’all.
The whole company store thing or “biting the hand”… it’s not like that. The better work involves some extrapolation of data and working. To see where other work is needed. It’s just proven time and again… when tools get created, there is abuse as part of learning process. So… we need better.
That is true but lectures and discussions can lead to group think and wrong conclusions which are both harmful and manipulative as well. Every instructional approach has limitations and strengths. Our job as designers of instruction is to minimize the limitations and maximize the strengths.
Gamification is great when you don’t have to spend an extra time on that. Dedicated software is perfect solution. taiga.io/ or trello.com/ as a managing platform and getbadges.io to gamify it. Good luck!
The tool used to create the video isVideoScribe. I did not draw any of the images, it was all through the tool.
Thank you. You have made a very interesting presentation
@karl kapp How much it cost
Thank you Karl! Just what I was looking for to kick off the discussion on Gamification/Games/Learning Games with my learning colleagues this week :)
Tore Rex,
I like your definition. I think the most engaging elements of games are the sense of mastery, immersion in a story and taking on a role. All elements highlighted or encompassed with your definition.
Something like classCraft (and other gamification platforms) seem to involve both the use of structural gamification (awarding of points, badges) and content gamification (taking on a role and then approaching content from that role and earning powers). I don't think structural is "cheap" it must be used carefully and intelligently and can't be overused. Additionally, it doesn't use the best of games--sense of adventure, conquering the unknown or going on a journey.
I think was we learn more about how games motivate us to embark on challenges, we'll figure out the right mixture of elements to borrow from games and integrate into learning.
Thanks for your insighful ideas about gamification.
Karl
Karl Kapp seessweewwerrrrdeeddee4r=rr
Great introductory video on Gamification with clear explanations and examples! Thank you for your insight Karl. Looking to use gamification, both as part of my current university studies but also as a motivational incentive at work.
That's a great video outlining the definition of gamification. thanks
Thank you so much... I'm currently researching gamification as part of the final dissertation for my teaching masters. I hope I can find your book somewhere and borrow it.
Or you could buy it.
Hi laura.. Hows the outcome of ur research?
very kickass! not only did i find the answers to what I was looking for ,Totally by chance I pick the video that is an author on the subject! Thank you Mr Kapp ,Ya know now that I think about it this whole little quest was in terms a model for gamification,now if I only had some stars and banana stickers by my name .
Hi Karl, great introduction to gamification in education. Thanks!
I guess the most immersive gameplay is found in content gamification as structural gamification is kind of a cheap way of creating student engagement? Where do classCraft belong structural or content?
In my view gamification is about a heroes (the players) journey to reach a "legendary" goal. Fictive on non-fictive.
The game mechanics and game design thinking acts as a feedback mechanism telling the hero how things are turning out, on the way to milestones and the ultimate goal. It's a way of presenting data to the player.
(This implies the use of measuring players performance with or without technology (sensors.)
Thinking gamification this way it's all about designing the players experience - in other words human centered, motivational experience design.
Would love to hear your thoughts on my definition. Again, thanks for a great vid.
Bravo! love it. Well explained
Many thanks!
Great video!. Right know I'm working on the challenge to gamificate an algebra course using Blackboard.
Fernando Félix Solís Cortés Why not use the blockchain?
Digital realtors and process have pointed to needs for quite some time.
Hi Carl. Nice video. Like to see how the gamification works in virtual classroom.
I enjoyed the video. It was a good summary. But.... check your spellng of "accuracy" at 8:00.
Karl,
Great explanations. The concept of sending daily questions/challenges to be answered is very interesting. That would require some infrastructure - beyond a Learning Management System (LMS) - to actually present the daily challenge, capture correct/incorrect answers and continually tally the scoring. Do you know of any apps or strategies that do this well - without costing a gazillion dollars?
Thanks for your insight.
+Robert Gay One option is Coursesites by blackboard, is completly free and you can use (for free too) the Blackboard Learn Mobile App. The test tool in Blackboard is a good way to create and send daily question or challenges .... I've use it with good results.
What are the sites that can design, through which the gamification
Thanks Karl, it helps me to restructure my 'knowledge' - thoughts about G. It is very useful. Are you drawing yourself or is this a tool for the presentation? Regards, Des
Hey Karl,
can you suggest some rewards for this process?
like some rewards to employees after having certain number of points etc???
This is really helpful. Hope you don’t mind me pointing out that you spelt accuracy wrong at 8:02
Thanks, I am working on a new version and will correct the mistake.
Dear Karl Kapp, I would like to ask something that confused me. What if during the the gamification process I reach a conclusion that a course, at best, has to be delivered in the form of virtual environment and the end product has all the characteristics to be defined as a game? Is the end product still callled a gamification? Or a serious game? Thank you.
Alfa, That is a good question. I don't have an easy answer. I am not sure how many elements are needed to convert a game to gamification. The elements that make something more of a game than gamification are the elements of story, character, feedback tend to make it a game. However, if you add a question or two to a Candy Crush-type game, that's still a game but it feels like the question was kind of "bolted on" to the game so that doesn't feel authentic.
Another, non-scientific test is that if it feels like a game, then its a game. If it feels like a learning experience with game-elements, its gamification.
I think the actual classification of "game" or "gamification" is not as important as the idea of interactivity and engagement of the learner. If the learner is engaged and is motivated, that's the real key.
+Karl Kapp Great response Karl. In my personal opinion, thru a gamification process you can generate a game (thru a whole pie, you can get a piece of it), but the most important aspect must be the interactivity, engagement and motivation generated.
At 2:39 you mentioned PRWeb as one of your sources, could you provide a link to that exact source that lists the stats you mentioned ?
+A Cave Here is the link
www.prnewswire.com/news-releases/gamification-market-worth-55-billion-by-2018-210042381.html
+Karl Kapp Also, here is a more updated link estimating it to be closer to 11 Billion by 2020
www.prnewswire.com/news-releases/gamification-market-growing-at-463-cagr-to-2020-led-by-social-media-568923551.html
Thank you so much!!
Hello, This is Abhishek Jain , i am studying in IIM Visakhapatnam, we are doing our research project on "Impact of Gamification on E- Commerce website and educational websites", your response will be of great value, thank you.
Thank you very much for the information. Can you provide us with the link, author or research article from which you obtained the information? Thanks
Yes, sure. The stats are from www.prnewswire.com/news-releases/gamification-industry-trends-growth-opportunities-and-competitive-landscape-2020-2024-301109256.html (this is an updated version). The info on Gamification is from the book "The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Eduction" by Karl M. Kapp.
Gamification has been used in industry and various simulation models. When you consider “battles” or past dice games and bastardization of history… let’s just say… in the real world… games and simulations with people could result in very large lawsuits.
I health care, epic style emr dives into patient information could result in very real violations of trust and rights of people. The reality of past history and needs of real world work with better understandings and not overt control is very real. For instance, small town politics have basements and balconies of influence… same holds true for political parties and academic organizations.
When egos ru amuck… bad things can happen. So, we must understand the needs and limits of various structures and create positive feedback loops without hurting the rights of people and communities.
Amazon style games for warehouse picking… it’s interesting learning, which also reinforces the needs of rights of workers and connections of benefits and community.
Any more specifics would aggravate process created out of weird good intentions. We need better y’all.
Thanks for taking the time to leave a comment.
The whole company store thing or “biting the hand”… it’s not like that. The better work involves some extrapolation of data and working. To see where other work is needed. It’s just proven time and again… when tools get created, there is abuse as part of learning process. So… we need better.
Can you give examples of “doing better” and alternatives that you see as better?
Dá um like os BR que ainda precisam aguentar 5 segundos do cara da Empiricus antes de poder ver o vídeo
There are limitations to gamification and simulations… it gets to a place of very harmful group dynamics and manipulation.
That is true but lectures and discussions can lead to group think and wrong conclusions which are both harmful and manipulative as well. Every instructional approach has limitations and strengths. Our job as designers of instruction is to minimize the limitations and maximize the strengths.
لي جاي من عند ثائر لايك
The pen noises in the beginning are very unpleasant. Please refrain from using them in the future.
Gamification is great when you don’t have to spend an extra time on that. Dedicated software is perfect solution. taiga.io/ or trello.com/ as a managing platform and getbadges.io to gamify it. Good luck!
In simple terms gamification is the art of taking the piss out of the employees with stupid useless prizes.
+Robert S Thanks for your insightful, thoughtful comment.
Karl Kapp You are welcome.