Mapa mental
Getting Gamification Right: 22 best practices
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Getting Gamification Right: 22 best practices
1. THINK CAREFULLY ABOUT THE DESIRED OUTCOMES
- STAKEHOLDERS WILL EVALUATE THEIR GAMIFICATION INITIATIVES
- HOW MANY PEOPLE WILL BE ATTRACTED WITH THIS INITIATIVE?
- MUST IT DEMONSTRATE MEASURABLE BUSINESS RESULTS?
- HOW MANY PEOPLE WILL BE ATTRACTED WITH THIS INITIATIVE?
- STAKEHOLDERS WILL EVALUATE THEIR GAMIFICATION INITIATIVES
9. BUILD IN CONTINUOUS FEEDBACK
- OFFERS PLAYERS TO MAKE USEFUL SUGGESTIONS FOR DEVELOPERS
- ACCOMPLISHING A TASK WITH A COMPLETION INDICATOR
2. TIED GAMIFICATION TO BUSINESS NEEDS
- GAMIFICATION SHOULD BE TIED DIRECTLY TO BUSINESS NEEDS
- INTRODUCING GAMES TO DRIVE POSITIVE CHANGE IN THE WORK PLACE
- GAMIFICATION YIELDS VALUABLE DATA
- INTRODUCING GAMES TO DRIVE POSITIVE CHANGE IN THE WORK PLACE
- GAMIFICATION SHOULD BE TIED DIRECTLY TO BUSINESS NEEDS
3. Understand the psychology
- gamification is rooted in principles of cognitive psychology
- gamification harnesses the power of spacing effects and testing effects
- gamification is rooted in principles of cognitive psychology
4. Keep the game design simple
- all the game mechanics must be simple
- the score of winning should be transparent
- ACTIONS LINKED TO AN OUTCOME
- YOU HAVE TO MAKE SURE THE LEARNERS WILL KNOW WHAT TO DO
- PREVIOUS TUTORIALS
- YOU HAVE TO MAKE SURE THE LEARNERS WILL KNOW WHAT TO DO
- ACTIONS LINKED TO AN OUTCOME
- the score of winning should be transparent
- all the game mechanics must be simple
5. LEADERBOARDS PLAY AN IMPORTANT ROLE
- COMPARING YOURSELF WITH THE REST OF PLAYERS
- TO MADE PLAYERS RECOGNIZING THEIR ACHIEVEMENTS
- COMPARING YOURSELF WITH THE REST OF PLAYERS
6. BEWARE OF LEADERBOARDS LIMITATIONS
- LEADERBOARDS CAN BE DEMOTIVATING
- NEW PLAYERS CAN BE INTIMIDATING
- DEMORALIZED PLAYERS
- BOTTOM OF LEADER BOARD
- LEADERBOARDS CAN BE DEMOTIVATING
7. PERMIT PERSONALIZATION
- MANY EMPLOYEES LIKE TO PERSONALIZATE THEIR VIRTUAL PROFILES
- PERMITTING LEARNERS TO CREATE THEIR OWN AVATAR
- WILL ENGAGE USERS TO PERSONALIZE THEIR EXPERIENCES
- PERMITTING LEARNERS TO CREATE THEIR OWN AVATAR
- MANY EMPLOYEES LIKE TO PERSONALIZATE THEIR VIRTUAL PROFILES
8. ENCOURAGE THE FREEDOM TO FAIL
- ALLOWS A PLAYER TO CONTINUALLY REVIEW INFORMATION AND REINFORCE THEIR KNOWLEDGE
10. ADD ELEMENTS TO DELIGHT OR SURPRISE USERS
- THE GAME SOULD VARYING
- LARGE, DIFFICULTY AND ALSO ADD REWARDS
- THE GAME SOULD VARYING
11. DISTINGUISH BETWEEN LEVELS AND BADGES
- LEVELS DEFINE THE LEARNING JOURNEY
- LINKING LEVELS TO SPECIFIC LEARNING OBJECTIVES
- LEVELS DEFINE THE LEARNING JOURNEY
12. CREATE AN INITIAL BUZZ
- TO IMPROVE OR EXPAND THE PROGRAM
- PROMOTE THE LAUNCH
- TO IMPROVE OR EXPAND THE PROGRAM
13. MONITOR THE SYSTEM FOR ABUSE
- TO PREVENT WAYS TO CHEAT THE SYSTEM
- USING BACK-END DASHBOARD
- TO PREVENT WAYS TO CHEAT THE SYSTEM
14. EXTRINSIC VS INTRINSIC
- EXTRINSIC REWARDS
- CASH OR MERCHANDISE
- INTRINSIC REWARDS
- INTERNAL
- EXTRINSIC REWARDS
15. STROKES FOR FOLKS
- CLASSIFIES GAMERS PERSONALITY
- PERSONALIZE GAME DESIGN
- CLASSIFIES GAMERS PERSONALITY
16. BE ON POINT WITH POINTS
- POINTS FOR ACTIONS DONE
17. GET SOCIAL
- TO MOTIVATE USER INTERACT WITH OTHER PLAYERS
- EXCHANGING EXPERIENCES
- TO MOTIVATE USER INTERACT WITH OTHER PLAYERS
18. Keep it fresh
- UPDATE CONTENT FREQUENTLY
- ADD EVENTS AND BADGES
- UPDATE CONTENT FREQUENTLY
19. REQUIRE PARTICIPATION
- MAKE INITIATIVES VOLUNTARY
- NOT MANDATORY
- MAKE INITIATIVES VOLUNTARY
20. LEVERAGE THROUGHOUT THE EMPLOYEE LIFE CYCLE
- RECRUITMENT TOOL
- TO REINFORCE LEARNING AND PERFORMANCE
- BEING VERSATILE AND EFFECTIVE
- TO REINFORCE LEARNING AND PERFORMANCE
- RECRUITMENT TOOL
21. USE IT AS A MANAGEMENT TOOL
- IT DISPLAYS REAL TIME DATA THAT EMPLOYEES AND MANAGEMENT CAN HARNESS
- GAMIFICATION OFFERS A NEW WAY OF MANAGING EMPLOYEES
- IT DISPLAYS REAL TIME DATA THAT EMPLOYEES AND MANAGEMENT CAN HARNESS
22. IT IS PART OF L&D TOOLKIT
- ORGANIZATION TO HAVE SUCCESS
- IS VERY COMPLEX
- NOT GAMIFY EVERYTHING
- IS VERY COMPLEX
- ORGANIZATION TO HAVE SUCCESS
Informações
- Descrição
- Mapa Mental sobre Getting Gamification Right: 22 best practices, criado por Freddy Morales em 13-10-2018.
- Criado por
- Freddy Morales
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