Gamification
is a relatively newer term only introduced in 2002 by Nick Pelling, Spinty Review it
did not actually gain notoriety until 2010. By definition from Wikipedia
"Gamification is the use of game thinking and game mechanics in a
non-game context in order to engage users and solve problems.
Gamification is used in applications and processes to improve user
engagement, Return on Investment, data quality, timeliness, and
learning."
Even if gamification is a relatively new concept
for you, my guess is that you have probably already participated in it
without even knowing it. You see gamification techniques have been
utilized in apps that you employ a points or badge system for performing
a variety of procedures. One such example of this reward-like system is
Facebook's Farmville developed by Zynga back in 2009. Farmville Spinty Bonus
utilizes a farm management based simulation with a point system that
encompasses the daily operations of farming, such as: plowing fields and
planting them, harvesting crops and raising livestock. Perhaps one of
the more notorious games which began back in 1989 and is still popular
today is Sim City, most have at least heard of it if not played it.
SimCity allows for interaction through game play in the course of
building a city. So as you can see the social/reward characteristics of
games into software (and simulations) have existed for quite some time,
regardless of the term 'gamification' being only termed a few years
back.
Simulations have been around for a long time; however the idea of gamification is relatively new to most. By definition: Gamification is able to stimulate innovation, Spinty Reviews change behaviors and achieve higher levels of engagement. Just by adding gamification elements, simulations are seeing a higher level of retention by users.
Even
the United States military has added gamification into their training
regiment. The training and educational arena have seen the most
applications of gamification since its introduction. The gamification
technique is also now being applied to the financial services industry.
So
it goes without saying that gamification and simulations go hand in
hand. Simulations allow for flexibility around the learners needs (i.e. Spinty Bonus
schedule, pace of learning and replay ability of material being
presented). By utilizing a simulation one does not have to utilize the
page-turning method of learning through a book or sit through boring and
monotonous classroom instruction. Features make the simulation actually
enjoyable to play and make a mundane training exercise applicable to
real life and immerse the learner within an interactive environment.
By
building a narrative around the simulation, the user (player) is drawn
in to a different world and immersed in the learning environment.
Simulations that present a challenge to the user ultimately driving
learner engagement within the simulation and motivate user behavior. Spinty Review
Simulations have been proven to lead to improved understanding of course
material presented when compared to traditional classroom based
training. While classroom training does prove effective, simulations
present the topic in a situation similar to what one would actually
experience in the real world and appeal to a larger audience age group.
Simulations are also able to illustrate the value of interactivity
through many design elements, including (but not limited to): audio,
graphics, recognizable environments and storytelling. Ultimately
fostering a great amount of engagement and collaboration within the
simulation.
Game based learning has become all the rage, Spinty the quest
to gamify processes has led to more and more gamified applications. In
2011, Gartner recognized four principal means of driving engagement
utilizing gamification:
1. Accelerated feedback cycles.
In the real world, feedback loops are slow (e.g., annual performance
appraisals) with long periods between milestones. Gamification increases
the velocity of feedback loops to maintain engagement.
2. Clear goals and rules of play.
In the real world, where goals are Spinty Bonus fuzzy and rules selectively applied,
gamification provides clear goals and well-defined rules of play to
ensure players feel empowered to achieve goals.
3. A compelling narrative.
While real-world activities are rarely compelling, gamification builds a
narrative that engages players to participate and achieve the goals of
the activity.
4. Tasks that are challenging but achievable.
While there is no shortage of challenges in the real world, they tend
to be large and long-term. Gamification provides many short-term,
achievable goals to maintain engagement.
The element of
interaction with the aim of Spinty Review acquiring an understanding of content being
presented helps to aid the user in gamification. It also allows the
participant to analyze situations and build on participation within the
simulation. A surge in popularity over the past few years has led to
many successful gamification initiatives.
Simulations coupled with
gamification are fast becoming an educationally effective medium. Many
believe gamification to be one of the most promising areas of gaming
that has transferred over into the simulation business. By incorporating
game-design elements into simulation it draws the player in and
immerses them in the environment while providing a reward system for
completing tasks or answering decision block questions correctly.
Simulations coupled with gamification can be a powerful teaching and
learning tool and just go to prove that gamification actually does work Spinty Review
when tied to a business case. It's not just a game anymore, rather an
immersive learning simulation that allows the player to "learn by
doing".
https://reengagerreview.wordpress.com/2018/02/16/spinty-review/
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