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AUDIT COURSE REPORT ON

Gamification
Prepared By

Sonawane Anand Rajendra (133)


(B.E. Computer)
Under The Guidance Of
Prof. A. S. Bodhe

SAVITRIBAI PHULE PUNE UNIVERSITY


In the academic year 2020-21

Department of Computer Engineering


Sanjivani Rural Education Society’s Sanjivani
College of Engineering Kopargaon - 423 603.

[Year-2020-21]
CERTIFICATE
This is to certify that

Sonawane Anand Rajendra


(B.E. Computer)
Roll No.-133

Has successfully completed audit course report on

Gamification
Towards the completion of

Audit course In Computer Engineering

During the academic year 2020-2021

Prof. A .S. Bodhe Dr. D .B. KSHIRSAGAR


[Guide] [H.O.D. Comp Dept.]

Dr. A. G. Thakur
[Director]

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ACKNOWLEDGEMENT

It is with the greatest pleasure and pride that I present this report before you. At this moment
of triumph, it would be unfair to neglect all those who helped me in the successful completion
of this audit course. I am very much thankful to my respected Guide. Prof. A. S. Bodhe, for his
ideas and help proved to be valuable and helpful during the creation of Audit course report and
set me in the right path.
I express my sincere gratitude to Dr. D. B. Kshirsagar, Head of Department (Computer)
SRESCOE for his unending support and encouragement during the years. I have studied under
his tutelage. My sincere thanks goes to all the teachers and staff for his help and understanding.
Lastly, I am thankful to my friends who shared their knowledge in this field with me.

Sonawane Anand Rajendra


(B. E. Computer)

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CONTENTS

Sr. No. Content Page No.

1 Introduction 04

2 Gamification 07

3 Challenges in front of Gamification 09

4 Advantages of Gamification 11

5 Disadvantages of Gamification 13

6 Applications/Examples of Gamification 15

7 Conclusion 18

8 References 19

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INTRODUCTION

Game-based learning is not a new thing in education. Educational activists


compete to make learning more attractive to increase students' interest in learning a
learning material. Specifically, the game is known for its ability to make players feel
involved and eager to play it. The enthusiasm in the learning process is an essential
factor in obtaining learning outcomes. Often, players/learners are directed to master
techniques to reach higher levels. This method is intended to develop skills or to feel
pleasure, all of which are intellectual characteristics of motivation in humans [1]. In
learning, games are usually applied to evaluate students' understanding of the
material they have learned. The evaluation model often collects questions in a quiz,
puzzle, questionnaire, etcetera [2,3]. In a game, gamification plays a vital role in
increasing motivation [4]. Gamification is defined as the application of game elements
in a non-game context [5]. The ingredients in question include at least three things:
interface design patterns (badges, levels, leaderboard), game mechanisms, and design
principles [6]. The application of gamification can be found in several forms with
specific objectives, such as marketing, social media, commerce, corporate marketing,
and education [7]. Call it Facebook, Tokopedia, Shopee, Gojek, Waze, etcetera. One
application in the world of knowledge that also applies gamification is Kahoot. Kahoot!
is game-based learning that has a mission to improve education quality by
strengthening the attachment and connectedness between users while playing [8].
Kahoot was released in 2013. This application has been played in more than 200 cities
worldwide, with the total number of players reaching 4.4 billion [8], incredible
numbers for an application. This study aims to analyze the elements of gamification

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contained in the Kahoot! Application. This study's research method is the Octalysis
Audit, which is a technique to assess the strengths and weaknesses of a product [9].
The assessment was carried out through 8 approaches to the game's psychological
side: meaning, achievement, empowerment, ownership, social influence, scarcity,
uncertainty, and avoidance. This study allows further research to identify what types
of motivation are weak to improve and provide new experiences.This study's results
can be applied to the application of learning so that teachers or educators continue
to innovate in their teaching methods to ensure student motivation in learning sustain,
especially in industry 4.0 today, the gaming elements in learning seem relevant.

In learning, assessment plays an essential role in assessing the process, progress, and
student learning outcomes [10]. Several forms of assessment can be formal, informal,
written, performance, traditional, authentic, etcetera. Traditionally, written
assessments are the most frequent and easy to use. Paperless assessment is starting
to be widely used in the 4.0 era.

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Chapter 1

Gamification

Definition of Gamification

“Gamification is about taking something that is not a game and applying game
mechanics to increase user engagement, happiness and loyalty!”
This means that gamification takes elements from game-design and the general
principles and theories which drive gameplay and applies them to other
contexts.
Secondly, gamification is ordinarily applied to solve problems. These range from
issues of engagement in the workplace through to voter apathy. As such, here’s
a list of just some of the problems gamification can help solve:
 Learner engagement in workplace training
 Sales staff performance
 Your ability to complete chores and mundane tasks
 Performance at the gym
 Organisational productivity
 Your ability to enter ‘flow’
 Knowledge retention
 Crowdsourcing
 Recruitment issues
 Customer retention
Gamification will always look slightly different in each context. So, let’s go back
to the beginning.

What is Gamification and Where Did it Come From?


In 2002, Nick Pelling coined the term ‘gamification’ and freestyle rappers
everywhere rejoiced at the rhyming potential it offered.

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The world is now a very different place. We’ve had three new Spider-men, Andy
Murray won Wimbledon and we no longer ‘Ask Jeeves’ if there’s the slightest
chance that our missing sock has been sucked up into a black hole.
It’s a term you’ve probably heard before. Maybe you have a vague
understanding of what it is. Maybe you don’t. Perhaps you’ve used it before.
Perhaps you haven’t. Maybe the term makes you break out in hives. Maybe it
makes you jump for joy.

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Chapter 2

Challenges in front of Gamification

Confusion about Gamification

There’s a clear issue with the term. No two people seem to have the same
working definition of gamification. It doesn’t help that there are two different
types of gamification (‘Structural’ and ‘Content’).
Then there’s ‘Learning Games’, which are their own beast, but often get dragged
into conversations about gamification. Then, of course, there are people who
get confused about ‘game elements’ and ‘game mechanics’. Is it about user
experience, or is it a form of behavioural design, or is it both? Finally, there are
those poor, misguided folk who use the term as a catch-all for anything
tangentially connected to the gaming world.
There’s clearly an underlying sense of confusion about this word. If you run a
quick search, you’ll find a startling lack of clarity on the topic. Bamboozlement
abounds. As it happens, we’re about to throw our own beret into the mix.
In fact, by the end of this article, we’ll have reached our very own definition of
gamification.

Does Gamification Require Goals?

In Gartner’s definition, gamification focuses on enabling people to achieve their


goals. Hence, this begs the question: can you not gamify an experience to help
people achieve your goals?
Could you not create a gamified experience that encourages others to complete
a survey you have created? They may not have woken up in the morning with a
burning desire to complete a questionnaire, but the use of rewards could be
enough to motivate them into action.
Whilst we appreciate the importance of aligning individual and organisational
goals, we don’t see how this impacts on the definition of gamification.
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Perhaps Gartner is trying to position gamification as a goal alignment tool.
In other words, you can use gamification to get people on board with your own
goals. This means it stops being about helping people realise their own potential.
They’re simply doing what you need them to.
Still, even if this is true, it doesn’t feel accurate to classify a reconfigured goal as
‘their’ goal. The motivation has changed, but the author of the goal remains the
same.
Gameception: Can You Gamify a Game?

Gamification can’t exist on its own. It needs to be applied to something else. Yet
in capturing this fact, Gartner’s definition seems to come up a little short.
Hence, There’s no mention of where the game mechanics (or experience design)
need to be applied, beyond the ‘digital’ qualifier. Does that mean that we could
describe the gaming mechanics used within video games as an example of
gamification? This seems nonsensical on the face of it, but Gartner’s definition
doesn’t necessarily rule it out.

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Chapter 3

Advantages of Gamification

Gamification is more than just a buzzword. Far from child’s play, HR and L&D
professionals should not underestimate the benefits of gamification in
corporate training. Infusing gameplay and leveraging competitiveness not only
makes your corporate training more dynamic it can also significantly increase
learner engagement too.

Advantages of Gamification:

1. Makes learning fun and interactive

Regardless of your audience or subject matter, the gamification of learning can


help you to create exciting, educational, and entertaining content. It’s not meant
to turn work into a game, but it does play on the psychology that drives human
engagement.

The rewards can be very satisfying and intensely motivating.One of the key
benefits of gamification is that it makes learning informative and exciting, mainly
thanks to its interactivity. Role-play and competitive elements add an immersive
angle, which, if set up well, can quite simply make learning fun.

2. Creates an addiction to learning

If you had to define the single most important aim of learning, it must surely be
to instill new knowledge in your learners. But how useful is that knowledge if it
can’t be retained?

Another, rather surprising, benefit of gamification in learning is the natural high


it can give us, and the impact that ‘high’ has on the retention of knowledge.
When our brain wants to reward us, it releases dopamine into our bodies, so
when we win a game or achieve something important to us, we feel good.

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Learning about new things is, for many, a rewarding experience which causes
dopamine release, and the rather fortuitous outcome of that natural drug ‘fix’ is
that the increase in dopamine levels helps us retain that new information.

3. Gives learners the opportunity to see real-world applications

The third benefit of gamification is all about getting your hands ‘dirty’. Learning
on the job can be a very effective way of cementing skills by applying them to
practical scenarios.

The gamification of learning allows learners to see the real-world applications


and benefits of the subject matter. They are able to get a first-hand look at how
their choices within the game result in consequences or rewards.

4. Offers real-time feedback

Imagine if we only took stock of how well we are doing in life once a year. Work,
relationships, in fact, anything we did regularly, might suffer from a lack of self-
review.

The gamification of learning allows employees to work towards real-time,


measurable, meaningful targets, and get upper-level feedback as those targets
are achieved.

After all, you’re never going to improve if you can’t find out what you need to
do better or find out how to upskill.

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Chapter 4

Disadvantages of Gamification

Critics claim that gamification is a fad that doesn’t help teach students anything
meaningful and many professors scoff at using games in their college classrooms
since they do not see it as serious learning.

Disadvantages:

1. Decreases Student Attention Span

Critics of gamified learning believe that the fast pace and immediate feedback
creates a problem with student attention span. Students may begin to expect
the same kind of responses from all parts of their education and won’t find it,
leading to frustration.

2. Cost

The costs of gamified learning are varied based on the type of system you are
using. There may be equipment costs, software costs, and training costs for
instructors. Sometimes these costs are passed on the students through
registration fees and course codes that must be purchased, creating a higher
barrier for entry into the classroom. There are often support or maintenance
related costs for system that are delivered online or are hosted in your campus
environment.

3. Student Assessment

When choosing a game it is not often clear how the results of the game will tie
into your course assessment. While most games have a built-in way to track
progress, you will need to find a way to translate the student’s game progress
into fulfill objectives. It is not always easy to find a good fit between the games
on the market and your course materials so this can be a time-consuming
process.

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4. Game Logistics

Many times, setting up a game for your course requires a lot of prior planning
and logistics. Questions you need to ask are: Will students be able to play the
game at home? Is there an additional cost if they use it outside of the classroom?
Are there are enough computers available for students to play the game in
class? Do I want to use class time for students to pay the game? Most of the
time you will need to sit down and play the game yourself all the way through,
which can take about 40 hours, before you fully understand the game and
objectives.

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Chapter 5

Applications/Examples of Gamification

1.Gamification in Customer Service, FreshDesk


FreshDesk is one example of gamification in business. As a helpdesk software
platform, its value comes from improving customer satisfaction for its clients.
One of the key drivers was the productivity and performance of customer
service agents. As such, FreshDesk employed gamification techniques to
increase their enthusiasm and engagement on the job.
One way of doing this was to transform the monotony of ordinary everyday
tasks into exciting quests. Call center agents were awarded with badges for
completing performance goals within these quests. For example, those who
were able to deliver speedy responses to customers received a “Fast Resolution
Badge”. A point system was used where the achievement of multiple levels or
tasks earned participants awards or trophies.
Moreover, the use of a leaderboard allowed managers to track performance.
This gave increased visibility for top performers across the whole team. In turn,
this encouraged healthy competition among the players, driving up engagement
levels. Challenges were also set up in a multi-player / multi-team environment,
allowing agents to socialize and learn from each other.
Hence, what resulted was a positive transformation in employee attitudes
where employees became better engaged with their work. Managers saw their
customer service teams become more efficient and effective. Through
gamification, FreshDesk successfully saw an increase in staff productivity,
ultimately leading to enhanced customer satisfaction.

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2.Gamification in Apps, Nike+
When Nike developed the Nike Run Club App (now Nike+), the purpose of the
app was to motivate people to be consistent with their training.
Alongside features such as GPS tracking, guided workouts and custom coaching
plans, the app incorporated elements of gamification to really boost user
engagement.
Nike created in-app challenges, which allowed users to compete with their
friends or other fellow app users. Urgency was also used to drive user action,
with each challenge accessible for a limited time.
With each completed run, users unlocked achievements and prizes which they
could broadcast to their friends. Small wins were celebrated through
personalized messages. Similarly, a leaderboard encouraged users to track their
performance and monitor how far ahead of other runners they were. Social
learning was also incorporated, making it possible for users to share photos,
stickers and progress with friends.
As a result, by incorporating gamification elements such as time-bound
challenges, progress levels, and awards, Nike+ succeeded in getting people to
become more consistent in fitness. Retention was also achieved by the boosts
users received with each completion and the notifications that brought friends
back into the app.
As a result, sales skyrocketed for Nike shoes. This helped Nike to gain control of
a significant portion of the running shoe market ever since the launch of Nike+.

3.Gamification in Education, Google


When Google added Google Forms to its Google Drive suite, the program
offered gamification tools for different kinds of users. In the case of education,
Google invited teachers to gamify their lessons to increase engagement among
students. For example, Google empowered teachers to create and award
badges every time a student produced great work, or displayed exemplary
behaviour.

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Recipients can then show off the badges on social media, or even on recruitment
portals to support their job applications. Google Sheets also facilitates the
creation of leader boards for learners.
Accordingly, this empowered students to track their individual progress, and
also see the top performers in each class. Through these gamification elements,
instructors are able to deliver a curriculum, where students are highly motivated
and engaged to learn.
Knowing the power of gamification, Google also employed similar techniques
for its own staff. Like many companies, Google wanted to have its employees
submit travel expense information consistently and on time.
As such, they transformed their travel expense system into an interactive
platform, which gamified the way employees managed and reported their
expenses. As a result, they achieved 100% compliance within 6 months of
launch.

4.Gamification for Corporate Training, HP


HP, the world’s biggest personal computer vendor and one of the world’s largest
tech brands, wanted an effective way to maximize learning and knowledge recall
for their sales staff.
In partnership with Growth Engineering, a mobile app called The HP Uni App was
launched. The purpose of the app was to train sales teams on cybersecurity
topics. Working together, we aimed to maximize learner engagement through
gamification.
At the heart of the learning campaign was the HP Security Cup. The mechanics
invited users to partake in knowledge battles, where points could be earned
upon winning each round. Successful players could then rise up the leader board
in an attempt to win the HP Security Cup. Learners were also able to challenge
each other in peer-to-peer quiz battles which drove further excitement and
participation. As a result, employee engagement skyrocketed to never before
seen levels, much to the delight of HP’s management team. Using Growth
Engineering’s mobile app framework (The Knowledge Arcade), HP was able to
achieve outstanding learning outcomes for its L&D initiatives.

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Conclusion
This world absolutely needs a different kind of learning methodology which will
provide a great fundamentals/basics to the learners. As per the research done
while preparation of this audit course, it was observed that Gamification can
really prove one of the leading learning methodology in modern education
system.

Gamification can really prove to be a boon, if researched properly and can


absolutely hone human intelligence beyond human imagination.

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REFERENCES
• [1] R.E. White, “The Power Of Play: A Research Summary on Play and
Learning,” Smart Play, 15–25, 2013.
• [2] S. Deterding, “Gamification: designing for motivation,” Interactions,
19(4), 14–17, 2012.
• [3] S. Deterding, M. Sicart, L. Nacke, K. O’Hara, D. Dixon, Gamification:
Using game design elements in non-gaming contexts, 2011,
doi:10.1145/1979742.1979575.
• [4] B. Liu, “Uncertainty theory: A branch of mathematics for modeling
human uncertainty,” Studies in Computational Intelligence, 300, 1–361,
2010, doi:10.1007/978-3-642-13959-8_1.
• [5] Y. Chou, Gamification Examples: the fully comprehensive list (2019),
2019.
• [6] Kahoot!, About Kahoot! | Company History & Key Facts, 2018.
• [7] Y.-K. Chou, Actionable gamification: Beyond points, badges, and
leaderboards, 2016, doi:10.1017/CBO9781107415324.004.
• [8] I. Tosuncuoglu, “Importance of Assessment in ELT,” Journal of
Education and Training Studies, 6(9), 163, 2018,
doi:10.11114/jets.v6i9.3443.
• [9] https://www.growthengineering.co.uk/definition-of-gamification/
• [10]https://insights.learnlight.com/en/articles/5-benefits-of-
gamification-in-learning/
• [11] https://tophat.com/blog/gamified-learning/
• [12] https://www.biworldwide.com/gamification/what-is-gamification/

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