Gamification
Gamification
is the use of game-based mechanics, aesthetics and game thinking to engage
people, motivate action, promote learning and solve problems. Basically it’s
the use of gaming technology to solve problems outside of the games sector.
Games are created to draw people in, to keep them playing, to keep them
interested, entertained and involved. And it’s much more than just adding
rewards, points, and badges to processes to motivate people – it’s the
instructional method, and not just the delivery system, that provides the
elements for learning in a game situation i.e. we must ask what pieces in games
makes them engaging such as interactivity, content, story.
Impact
of gamification
A
study done by Traci Sitzmann, an assistant professor of management at the
University of Colorado Denver Business School, found that “employees trained
on video games learned more factual information, attained a higher skill level
and retained information longer than workers who learned in less interactive
environments.” She found that games provided a high level of instruction,
but she also noted that it wasn’t just dependent on the game per se, but the
interactivity or the elements that make the game engaging. In other words, the
engagement of the learner in the game leads to learning.
Gamification
is taking elements of gaming and adding them to traditional instruction.
Instructional designers have been using some elements for years, like stories,
case studies, or interactive activities, but gamification is more about taking
into consideration interactivity and engagement first, and objectives second.
Enterprise
gamification
Companies
are now also “gamifying” various business processes to motivate employees,
fundraise for causes, and market products. Tech-industry research firm Gartner
estimates that by 2014, “some 70% of large companies will use the techniques
for at least one business process. Market researcher M2 Research estimates
revenue from gamification software, consulting and marketing will reach $938
million by 2014 from less than $100 million in 2013.”
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