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Mapa mental

Getting Gamification Right - 22 Best Practices

CINDY TSUMETAI JARPI MENESES ingenieria Espanhol

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Getting Gamification Right - 22 Best Practices

  1. 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.
  2. 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.
  3. 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.
  4. 3. Understand the psychology

    • It is rooted in the principles of cognitive psychology.
      • Particularly spaced recovery and recovery practices
  5. 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.
  6. 5. Leaderboards play an important role

    • The leaderboards give a sense of status
      • and allow users to compare themselves with other players.
  7. 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
  8. 7. Permit personalization

    • Companies are advised to allow workers to develop and beautify digital people.
  9. 8. Encourage the freedom to fail

    • Repeatedly failing in a game allows the player to continually review the information
      • and reinforce his knowledge.
  10. 9. Build in continuous feedback

    • Instructional designers should provide players with continuous feedback
      • and the message that they are going in the right direction.
  11. 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.
  12. 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
  13. 12. Create an initial buzz

    • When launching a gamification program, it is crucial to spread the word
      • and get employees to join.
  14. 13. Monitor the system for abuse

    • To prevent this from happening
      • use the background control panels to monitor the system.
  15. 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.
  16. 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.
  17. 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.
  18. 17. Get social

    • Games are usually social experiences.
      • Take advantage of that by building a community around the gamified solution of the company.
  19. 18. Keep it fresh

    • Keep students engaged by regularly updating
      • and updating the gamification content.
  20. 19. Require participation

    • many companies volunteer their gamification initiatives
  21. 20. Leverage it throughout the employee life cycle

    • gamification can be applied in a wide variety of ways
  22. 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
  23. 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, criado por CINDY TSUMETAI JARPI MENESES em 13-10-2018.
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  • Criado por CINDY TSUMETAI JARPI MENESES · 13 out 2018
  • Copiado por CINDY TSUMETAI JARPI MENESES · 13 out 2018
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