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10

There are a few videos and some links here on gamification in education. Sarah Smith- Robbins has an article on gamification in education. http://www.gamifyingeducation.org/ is a website devoted to the topic; the site has a listing of research papers here.


10

A popular lit review [1] discusses some game concepts that have been empirically tested to support the idea of gamification. In some cases, these may be very hard to quantify. For instance, the article cites fantasy as one gaming characteristic that engages gamers. Other characteristics, such as having clear, well defined rules/goals seem easier to ...


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Yes. See contra-freeloading or (for humans) ikea effect. Contrafreeloading: (verb) The behavior in which animals offered the choice between eating food provided to them for free or working to get that food would eat the most food from the source that required effort. This term was created in 1963 by animal psychologist Glen Jensen. Jensen ran a study on ...


4

For applied purposes, gamification can be captured within a self-determination theoretical framework. Self-Determination Theory (SDT) is an influential theory of motivation which grew out of research on intrinsic/extrinsic rewards in the 1970's, and which has been applied to virtually every learning setting. The main proponents of SDT include Edward Deci and ...


4

TL;DR When a boring, repetitive task is being gamed for rewards, there are two things that you need to look at. First, the problem definition and whether it is accurately defined (keeping in mind that autonomy is not lost). Second, the conditions of the reward and what is the actual behavior that is being rewarded. There are two main factors influencing ...


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This is actually a perfect fit for the best kind of gamification that illuminates the progress you're already making (but weren't aware of) 1. Break the creative task into steps in a creative process 2. Measure that progress for the user. You don't even need to reward progress, just how them how it gets them closer to the goal. Success may not be ...


3

The game League of Legends utilised an Elo Rating System which incorporated within it a decay system. The decay worked on a user score and reduced it dependent on both user performance and time. Here, user score was an indicator of skill level and was used in another formula to calibrate the actual scores they received from other in-game activities. So, ...


3

In short, I'd say the minimum requirement is to understand which behaviours you are influencing and why. Before you consider which game techniques to use, consider the 'story' of the product/service. Each story includes: Actor/s. Who are your targets? These actors are motivated by something. This is what your game should leverage. There is a goal. What ...


3

I would argue that gamification is essentially a form of applied motivational psychology. As such, all findings from research on motivation could potentially be important for gamification. In the other thread that you mention, Self-Determination Theory (Gagne & Deci, 2005) has already been brought up. I would like to make a couple of very general ...


3

Hmm. It's possibly I'm misunderstanding, in which case I will happily retract my answer. But does gamification really apply to, well, games? I thought the idea behind gamification was to take user engagement elements present in games and add them into non-gaming situations to increase user retention/satisfaction etc. So I would say that if you're making a ...


2

Intrinsic Rewards (motivation) These are rewards which are directly of value to the person, rather being something that represents (or could be "traded in") for something to of value. So getting a badge in and of itself isn't an Intrinsic Reward, but up votes on an answer would be b/c it converts Status and Validation of the user's work. These rewards are ...


2

I disagree with the premise the question. Some of the most popular casual games in the world use the classic points systems that have been used since the 90s. Angry Birds, Plants vs Zombies, Bejeweled, Subway Surfer are played by millions of players worldwide and they all use a classical points system. Also, many users regularly share their scores on social ...


2

For starters, I think it's a good idea to provide rewards for both students and mentors. As an example: Mentors could receive rewards for answering questions by students, while students receive rewards for solving exercises. Furthermore, the mentor should be able to give rewards for good questions etc. Actually, it's quite a bit like Stack Exchange, if you ...


2

The game mechanics playdeck from tech startup SCVNGR gives 50 great starting points. Perhaps more directly relevant to the SE CogSci audience is the Mental Notes project, which aims to "bring a little psychology to Web design [...] each card describes one insight into human behavior and suggests ways to apply this to the design of Web sites, Web apps, and ...


2

Malone and Lepper (1987) is often cited as the seminal paper regarding gamification for education. They started off by identifying factors which affect computer game preferences and then identified motivational factors. Habgood et al (2005) built on this taxonomy and developed a high quality game for supporting the teaching of division. My understanding is ...


1

This discussion of intrinsic and extrinsic motivation covers most of what you are after. A reward is intrinsic to an activity if it comes from doing the task itself. A reward is extrinsic if otherwise. The classic extrinsic reward is money. Classic intrinsic rewards are challenge and stimulation.


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According to Frederick Herzberg's two-factor theory of motivation, intrinsic rewards are motivators (e.g. challenging work, recognition, responsibility) that give positive satisfaction, while extrinsic rewards are hygiene factors (e.g. status, job security, salary, fringe benefits, work conditions) that prevent dissatisfaction. Intrinsic rewards related ...


1

The only reason I'm answering this right now is for points. (oooh, so meta). But seriously, StackExchange is built on the relevance of points. Most users would post some things even without points, but almost all of them answer quick and easy questions primarily for the points (whether they admit it or not). That is why the FGITW (fastest gun in the west) ...


1

Intrinsic reward is the emotional pay-off that you get by completing an activity. Extrinsic reward is everything else. For example, In an real game, the sense of accomplishment that you get after completing a level is intrinsic, all the points and badges are extrinsic rewards. Introducing Intrinsic rewards in gamification is not trivial, you have make the ...



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