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APPLY GAMIFICATION

GROUP 2
By: David Ferguson, Sana Din Fox, Adrienne Heflin, Carol Niemeyer, Alan Garay, and Jeanette
Marshall
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SCENERIO

LEARNING OBJECTIVES &


TARGET BEHAVIORS

OVERVIEW OF
PLAYERS INVOLVED
PRESENTATION:
METHODS OF INVOLVMENT

FUN WAYS FOR IVOLVMENT

ADDITONAL TOOLS AND


METHODS
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"The director of athletic advising is


concerned that the faculty advisors are
not keeping abreast of the regulations
and information that applies to athletes
and their academic standing. There is a
yearly training that everyone attends in

SCENERIO: person but she knows that they often are


doing other things on their phones and
worries they aren’t adequately trained
which could have serious repercussions for
the students and the university. She wants
to try something more fun and engaging
and is wondering if using gamification
could be used as the required training
and has come to you for suggestions.
What kinds of ideas would you propose?"
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 Ensure faculty advisors have a deep
understanding of athletic regulations and their
impact on academic standing.
 Enhance their ability to provide effective
academic guidance to student-athletes.
 Promote active engagement during the training.
LEARNING  The Director of Athletic Advising, and her staff,
will design a learning game, that is fun and
OBJECTIVES/ engaging; and one that helps her faculty
advisors review:
TARGET BEHAVIORS:  US athletic department academic eligibility
rules and regulations.
 This game dashboard should provide the Director
with assessment results.
 Results will be used by The Director of Athletic
Advising to identify which faculty advisors need to
be sent more information, specifically a
department ‘rules and regulations’ flyer; or, those
individuals who need more personal attention.
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PLAYERS
INVOLVED:
 Faculty Advisors: These are
the primary players in the
training program.
 Students: Consider
involving student-athletes
in certain aspects, like role-
playing scenarios, to add
realism to the training.
Motivation: Start with a
compelling narrative that
highlights the importance
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of their role in student-
athletes' success and the
consequences of
inadequate training.
Peer Action: Modules -
Competitions: Create Break the training into
leaderboards to interactive modules
foster healthy within the LMS,
competition among covering different
advisors. aspects of athletic
regulations.

METHODS OF Continuous Feedback: Offer


Gamified Quizzes:
Include regular
quizzes with

INVOLVMENT:
regular feedback on their immediate
performance and knowledge
improvement.
feedback to
reinforce learning.

Scenario-based Role Play: Feedback: Progress


Incorporate real-world Tracking - Use the LMS to
scenarios where faculty track their progress and
advisors must apply what provide badges or
they've learned. rewards for completion.
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 Gamify the content: Introduce game
elements such as points, badges, levels,
and rewards for completing modules and
quizzes.
 Storytelling: Develop a narrative that
immerses advisors in the training and

FUN WAYS FOR 


makes it more engaging.
Interactive Challenges: Include
INVOLVMENT: challenges and puzzles related to
regulations.
 Use Multimedia: Incorporate videos,
infographics, and interactive simulations
to diversify the learning experience.
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 Gamification Platform: Consider using a
dedicated gamification platform that integrates
with your LMS to manage points, badges, and
leaderboards effectively.
 Virtual Reality (VR) or Augmented Reality (AR): If
budget allows, use VR or AR simulations for
realistic scenarios.
ADDITIONAL  Feedback Mechanisms: Implement surveys and
polls within the LMS to collect feedback from
TOOLS AND 
advisors about their training experience.
Analytics Tools: Use analytics tools to monitor
METHODS: advisor progress and identify areas where they
may be struggling.
 By implementing these strategies: We can
create a gamified training program that not
only addresses the concerns of the Director of
Athletic Advising, but also keeps faculty advisors
engaged, motivated, and well-prepared to
support student-athletes effectively.
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REFERENCES:

L. modified: S., About the author Kamy Anderson Kamy is an eLearning & training expert. He
has been published in eLearningIndustry, author, A. the, & Anderson, K. (2023, September
4). How to create gamified online training courses. ProProfs Training Blog.
https://www.proprofstraining.com/blog/creating-gamified-online-training-courses/
NCAA Continuing Eligibility Requirements | Academic Success .. University of Nevada: Las
Vegas. September 5, 2023. https://www.unlv.edu/asc/student-athlete/ncaa-requirements
Uptmor, K. (2023). Take online courses. earn college credit. Research Schools, Degrees &
CareersKimberly. Study.com | Take Online Courses. Earn College Credit. Research Schools,
Degrees & Careers. https://study.com/academy/lesson/activity-loops-in-classroom-
gamification.html#:~:text=An%20activity%20loop%20is%20a,in%20the%20form%20of%20points.
Werback, K. (2013, May 8). 24. Activity Loops. Gamification.
https://gamification21.wordpress.com/learning-content-4/24-activity-loops/

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