You are on page 1of 5

Group 2: Introducing Gamification 1

Group Project: Introducing Gamification

David Ferguson, Sana Fox, Jeanette Marshall,

Adrienne Heflin, Carol Niemeyer and Alan Garay

Houston Christian University

Department of Curriculum and Instruction

LTDE 5350-B01: Emerging Technologies

Professor Justin Burris

September 10, 2023


Group 2: Introducing Gamification 2

1.) Provide as many reasons as you can why gamification could be a useful technique to apply to

the situation assigned to your group.

Gamification is the use of game like elements in non-game contexts to make them more

engaging and fun. Gamification can raise ethical issues, such as manipulation, coercion,

exploitation, and privacy. There are several challenges when developing gamification, such as a

lack of understanding of the gamification process, overemphasizing rewards and points, failure

to integrate gamification with the curriculum, and resistance from students and teachers. Not

only are games costly to develop, but they are also costly to maintain. Because games are

designed to be engaging and rewarding, users may be motivated to participate in activities or

make purchases they might not otherwise be interested in.

2.) Describe challenges for utilizing gamification as a means for learning assessment.

Using a gamification game to train faculty advisors will help The Director of Athletic

Advising assess & evaluate their knowledge; because her own game dashboard will list each

learner’s score. And these scores can be viewed in chart and data forms, too. But, she will have

to careful to not reveal their individual scores to the entire group. Furthermore, her faculty

advisors will also be able to see, as they play the given game, if they need to review any of the

information that she is talking about.

1. Choose a gamification game platform. Kahoot and Blooket platforms create games for

K-12 students. Dot.vu is used to train adults; but it's expensive. Also, Power Point can be

used to create interactive games. YouTube has numerous videos on it’s site that talk

about adding hyperlinks and actions to Power Point Presentation characters, images, and

text.
Group 2: Introducing Gamification 3

2. Create a interesting, motivating, fun, gamification game. Doing this will not be simple.

Creating interactive Power Point Presentations can take 4-8 hours. But, this type of

presentation will still look great; and it will be fairly compelling.

3. Have a Smart Board moved over to the meeting room, if one isn't there, already.

4. Request 20-30 tablets be set out in the meeting room before their meeting takes place

(though those attending could use their smart phones).

One of the challenges that comes with gamification, is creating a system or game that is

equal parts entertaining as it is educational. Often times these types of programs overemphasize

one side but lack on the other. Creating a game that equal parts engaging and equal parts training

requires knowledge of the subject being taught, and knowledge of what makes a game appealing.

Apart from this cheating/exploit is a potential problem that could arise from gamification.

Another challenge attached to gamification is development cost and resource allocation

for said programs. The software has to be developed and maintained, the hardware needed for

the program needs to be acquired, and any used licenses need to be paid for. Additionally, staff

needs to be trained in the use and maintaining of the program which requires times and attention.

3.) Explain why the reasons you listed explaining why gamification is useful to address the

specific scenario provided.

In our given scenario, the faculty advisors are not fully engaged during the yearly

training, often being distracted by their phones. Gamification makes learning more engaging by

incorporating elements of competition, rewards, and interactivity. This can capture the attention

and interest of the advisors, making them more likely to participate actively and pay attention to

the training material. By presenting the training material in a game-like format, advisors are
Group 2: Introducing Gamification 4

encouraged to actively process and remember the information they encounter. This is especially

important when dealing with regulations and academic standards, where accuracy and thorough

understanding are crucial.

Gamified training often includes progress tracking, badges, rewards, and leaderboards.

These elements create a sense of achievement and motivation among participants. Many

gamification strategies, such as puzzles, escape rooms, and decision-making scenarios, promote

problem-solving and critical thinking skills. In the context of athlete regulations and academic

standing, advisors may encounter complex situations that require them to think critically and

make informed decisions, preparing them for real-world challenges.


Group 2: Introducing Gamification 5

References

Cujba, S. (2023, August 3). Ultimate Design Guide to eLearning Gamification in 2023.

Raccoon Gang. https://raccoongang.com/blog/designing-efficient-elearning-gamification/

Oliveira, W., Hamari, J., Shi, L., Toda, A. M., Rodrigues, L., Palomino, P. T., & Isotani,

S. (2022, June 29). Tailored gamification in education: A literature review and future agenda -

education and Information Technologies. SpringerLink.

https://link.springer.com/article/10.1007/s10639-022-11122-4

Pandey, A. (2017, October 17). 5 Killer Gamification Examples To Enhance The Impact

Of Your .. ELearning Industry. September 6, 2023. https://elearningindustry.com/gamification-

in-the-workplace-reshaping-corporate-training-5-killer-examples

You might also like