Gamification Sucks... - How to Improve Gamification - Extra Credits

Extra History2 minutes read

Gamification often falls short of providing engaging game-like experiences, relying on basic mechanics. It borrows from video games but needs to balance extrinsic rewards like points with intrinsic rewards for success.

Insights

  • The historical roots of gamification can be traced back centuries, with games like Senate in ancient Egypt serving educational purposes, showcasing a long-standing connection between games and learning.
  • Effective gamification requires a balance between extrinsic rewards (like points and badges) and intrinsic rewards (such as personal satisfaction), emphasizing the importance of incorporating elements like quest-like assignments and collaborative exam questions to create engaging educational experiences.

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Recent questions

  • What is the purpose of gamification?

    To enhance education and training methods.

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Summary

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"Gamification: Balancing Rewards for Engaging Learning"

  • Gamification often fails to deliver on its promise of game-like engagement, offering mundane game mechanics instead.
  • The concept of gamification has historical roots, dating back centuries to games like Senate in ancient Egypt designed for educational purposes.
  • Gamification borrows video game concepts like badges, XP points, and leaderboards to enhance traditional education and training methods.
  • Extrinsic rewards, such as points and badges, are easily trackable and commonly used in gamification, but intrinsic rewards like personal satisfaction are equally important.
  • Balancing extrinsic and intrinsic rewards is crucial in effective gamification, as seen in examples like incorporating quest-like assignments, group work dynamics, and collaborative exam questions.
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