Professional Documents
Culture Documents
Gamification
Prepared By
[Year-2020-21]
CERTIFICATE
This is to certify that
Gamification
Towards the completion of
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.
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CONTENTS
1 Introduction 04
2 Gamification 07
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
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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.
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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
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.
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:
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.
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?
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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.
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.
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.
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:
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
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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+.
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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.
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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.
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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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