Professional Documents
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GAMIFICATION
By: Chelsea Ferguson, Marie Michel, Melissa Chavez
OVERVIEW
● SCENARIO
● LEARNING OBJECTIVES
● LEARNING TARGETS
● PLAYERS
● ACTIVITY LOOP
● BENEFITS OF GAMIFICATION
● OTHER TOOLS
● REFERENCES
You are working as an instructional designer for a university and one of the
courses you are working on is an introductory psychology course that uses
concepts students need to grasp and build on as they progress through the
program. You really want to see the online courses move to a different level
of engagement and want to see if the faculty member you are working with
would consider some sort of gamification in the course. You need to have all
your information ready when you lay it out for her. What would this look
like?
Group 4 Scenario
Learning Objectives
Action Student
The instant correct answer after each question,
Through each question, students aids the students at knowing where they stand.
are engaged in an interactive As well as at the end of the game, students are
Kahoot!
lesson designated to check prior able to look over their missed questions.
knowledge, introduce new Teacher
concept, or assess learning. The teacher has the ability to look over all the
Activity
players and their progress in each game played.
Loop²
Goal Motivation
Students are eager to see their After each question is
name on the leadership podium, answered, students see their
at the end of each game. Also, scores rise up or down.
determining their performance Scores help students get a
compared to others. feeling of achievement.
It can make self-paced online
learning more engaging by
It can be
allowing assignments to be
tailored to fit more interactive and bringing
the needs of
Benefits Of social aspects to the online
classroom (Mixed Company
each students. Gamification in team, 2017).
Introduction to
Psychology.
1. Cujba, S. (2020, March 25). Ultimate Design Guide to eLearning Gamification in 2020. Racoon Gang. Retrieved
September 15, 2021, from https://raccoongang.com/blog/designing-efficient-elearning-gamification/
2. Pandey, A. (2021, May 12). 5 killer Gamification examples to enhance the impact of your corporate Training (updated
in 2020). eLearning Industry. Retrieved September 15, 2021, from
https://elearningindustry.com/gamification-in-the-workplace-reshaping-corporate-training-5-killer-examples.
3. Mixed company team (2017, April 7) 5 Proven Examples of Gamification in Higher Education. Retrieved september
15, 2021, from https://www.mixed.company/5-proven-examples-of-gamification-in-higher-education .