We control the learning environment in our classrooms
The value lies in finding the right combination of game mechanics that will resonate with learners to drive performance.
This already exists in products – if you have medical aid with discovery, you are a player in your own health. You get discounts for gym memberships, buying healthy food and going to annual check ups. The premise in gamifying education is to make learners players in their own education.
These are the 24 elements of gamification. There isn’t enough time to go into each so I suggest you research them – I have added links to the google doc.
Learners are expected to conform to an educational structure which they played no role in defining and which doesn’t speak to their current reward systems. Because they weren’t co-authors of this story, there is little buy-in.
Speak to all learner types
Killers – focus on winning, rank and direct per-to-peer competition (leaderboards, ranks)
Socialites – socializing and a drive to develop a network of friends and contacts (engaged by newsfeeds, friends, chat)
Achievers – focus on attaining status and achieving preset goals quickly or completely (achievements)
Explorers – explore and drive to discover the unknown (obscure achievements)
Bartle test out of 200%
We control the learning environment in our classrooms
The value lies in finding the right combination of game mechanics that will resonate with learners to drive performance.