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Getting Gamification Right - 22 Best Practices
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Getting Gamification Right - 22 Best Practices
Gamification broke out several years ago, capturing the imagination and attention of many
- in the field of learning and development.
- That's why designers rushed to add gamified elements to learning platforms
- and pioneering companies rushed to implement the new strategy in the workplace.
- Since the design and launch of an effective gamification program represents a significant investment of time and money
- designers and companies are committed to doing well.
- Since the design and launch of an effective gamification program represents a significant investment of time and money
- and pioneering companies rushed to implement the new strategy in the workplace.
- That's why designers rushed to add gamified elements to learning platforms
- in the field of learning and development.
1. Clearly identify goals before diving in
- The definition of success will vary between organizations, and even between divisions within the same organization.
- it is crucial that stakeholders agree in advance how they will evaluate their gamification initiatives.
- The definition of success will vary between organizations, and even between divisions within the same organization.
2. Tie gamification to business needs
- Kapp believes that gamification should be directly linked to business needs.
- Gamification produces valuable data
- that corresponds to the needs of the business.
3. Understand the psychology
- It is rooted in the principles of cognitive psychology.
- Particularly spaced recovery and recovery practices
- It is rooted in the principles of cognitive psychology.
4. Keep the game design simple
- Instructional designers
- must consciously maintain all the mechanics of the simple game
- Provide a tutoring level or a link to help confused students.
- must consciously maintain all the mechanics of the simple game
- Instructional designers
5. Leaderboards play an important role
- The leaderboards give a sense of status
- and allow users to compare themselves with other players.
- The leaderboards give a sense of status
6. But beware of leaderboard limitations
- While the leaderboards can be motivating, they can also be demotivating.
- Those who do not like competition may find the concept of a leaderboard unpleasant or intimidating
- While the leaderboards can be motivating, they can also be demotivating.
7. Permit personalization
- Companies are advised to allow workers to develop and beautify digital people.
8. Encourage the freedom to fail
- Repeatedly failing in a game allows the player to continually review the information
- and reinforce his knowledge.
- Repeatedly failing in a game allows the player to continually review the information
9. Build in continuous feedback
- Instructional designers should provide players with continuous feedback
- and the message that they are going in the right direction.
- Instructional designers should provide players with continuous feedback
10. Add elements to delight or surprise users
- Avoid boredom by varying the duration, difficulty and time of completion
- For players to come back, add unexpected elements to the design of the game.
- According to Zichermann and Cunningham, this could come in the form of unannounced rewards
- or the possibility of awarding points to other players.
- Yu-kai Chou recommends adding gamified elements to training programs
- that have become obsolete, such as compliance initiatives.
- According to Zichermann and Cunningham, this could come in the form of unannounced rewards
- For players to come back, add unexpected elements to the design of the game.
- Avoid boredom by varying the duration, difficulty and time of completion
11. Distinguish between levels and badges
- The levels define the learning journey and are ideal for developing a training curriculum
- Badges can recognize non-linear progress
12. Create an initial buzz
- When launching a gamification program, it is crucial to spread the word
- and get employees to join.
- When launching a gamification program, it is crucial to spread the word
13. Monitor the system for abuse
- To prevent this from happening
- use the background control panels to monitor the system.
- To prevent this from happening
14. Extrinsic versus intrinsic
- Extrinsic rewards usually come in the form of cash or merchandise
- Companies that base their gamification platforms on extrinsic rewards should be aware that the prizes do not have to be large.
15. Different strokes for different folks
- This knowledge can help developers customize their designs
- with game elements most likely to appeal to each type of player.
- This knowledge can help developers customize their designs
16. Be on point with points
- Not everything in life is the same.
- Make sure that tasks that require a Herculean effort receive a compensatory amount of points.
- Not everything in life is the same.
17. Get social
- Games are usually social experiences.
- Take advantage of that by building a community around the gamified solution of the company.
- Games are usually social experiences.
18. Keep it fresh
- Keep students engaged by regularly updating
- and updating the gamification content.
- Keep students engaged by regularly updating
19. Require participation
- many companies volunteer their gamification initiatives
20. Leverage it throughout the employee life cycle
- gamification can be applied in a wide variety of ways
22. It is just one part of the L&D toolkit
- Do not gamify all gamification is just part of the L & D toolkit
- Choose the right project and adapt it to your audience
- A consultant can help a company decide which projects may be most appropriate
- Choose the right project and adapt it to your audience
- Do not gamify all gamification is just part of the L & D toolkit
21. Use it as a management tool
- Gamification is like an exercise tracker for work
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- ingenieria Mapa Mental sobre Getting Gamification Right - 22 Best Practices, creado por CINDY TSUMETAI JARPI MENESES el 13/10/2018.
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- CINDY TSUMETAI JARPI MENESES
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- Creado por CINDY TSUMETAI JARPI MENESES · 13 oct 2018
- Copiado por CINDY TSUMETAI JARPI MENESES · 13 oct 2018
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