Mindmap
Gamification
Inhalt der Mindmap
Gamification
Gamification describes the process of applying game-related principles — particularly those relating to user experience and engagement — to non-game contexts such as education
elements
- Narrative
- Immediate feedback
- Fun
- “Scaffolded learning” with challenges that increase
- Mastery (for example, in the form of levelling up)
- Progress indicators
- Social connection
- Player control
benefits
- Students feel ownership over their learning
- More relaxed atmosphere in regard to failure, since learners can simply try again
- More fun in the classroom
- Learning becomes visible through progress indicators
- Students may uncover intrinsic motivation for learning
- Students can explore different identities through different avatars/characters
- Students are often more comfortable in gaming environments
Healey (2013)
- gamification techniques or ideas may be included in TBL or PBL approaches in English learning
- Blissful Productivity
- the idea that people like working hard and feeling productive. It’s not work for its own sake, but the sense of productivity that makes this powerful. Task-based learning often exemplifies this.
- Discovery/Exploration
- people like certain kinds of surprises. Some learners are especially motivated by discovery. Game theory calls these people “explorers”
- Epic Meaning
- the sense of accomplishing something big, like saving a world. Language teachers can approach this by having learners do projects that go outside the classroom and that have a large external audience
- Quests/Challenges
- overcoming obstacles, either alone or with a team. Project- and task- based learning can use this. It’s another way of visualizing progress
- Virality
- a game or task that works better with many people. Project-based learning is often characterized by teamwork
Informationen
- Beschreibung
- Mindmap am Gamification, erstellt von Correo Basura am 14/09/2021.
- Erstellt von
- Correo Basura
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