Free Essay

Gamification

In: Computers and Technology

Submitted By Sadiya
Words 1467
Pages 6
Introduction
Human knowledge, refined by many generations, has not yet revealed all mysteries of the brain. The human mind is so complex that it becomes almost impossible to understand it through a mere set of rules. Still, thousands of attempts have been made to completely understand the mind and have control over it. Added to the list of thousands, here is one more proposal to gain a better understanding of the incomprehensible human mind through gamification. Evaluating individual performance within a given task can provide insight into the way one will act when dealing with real life situations.

Industry
Industry

The proposed idea is the synergy of three main fields of study – psychology, economics and computer science, which can give effective results for industry purpose. Understanding Industrial psychology and exploiting it can change the way things work. Each individual has a unique sense dealing with his/her environment. Capturing their strategies, behavior and personalities while applying it to appropriate situation can yield far more effective outcomes.

Personality Check

Evaluating personalities through game playing without a questioner is the initial step to an advanced maneuver. Thematic Apperception Test (TAT), Rorschach test and zero acquaintance effect are some of the practical approaches to the intended design. Analysis will be carried out on the basis of the Big Five Personality traits (OCEAN)- Openness to experience, Conscientiousness, Extraversion, Agreeableness, Neuroticism.

The TAT presents the subject with pictures of persons engaged in a variety of activities. While the pictures leave much to one’s imagination, they are more highly specific, organized, visual stimuli than are inkblots. The test consists of 30 black and white pictures and one blank card. The cards are presented to the subject one at a time and he/she is asked to make up a story that describes each picture, indicating the events that led to the scene and the events that will grow out of it. He/she is also asked to describe the thoughts and feelings of the individuals in his story. Rorschach test and MC Esher’s drawings can reveal positive and negative attitudes of the person.
Personality judgment at zero acquaintance is also one of the methods to realize the personality of individuals. For this, players can be given a style board to decorate according to their personalities. This is focused on the target effect of perceivers’ judgments of personality when the perceiver and target are unacquainted. The perceiver is given no opportunity to interact with the target, a condition referred to as zero acquaintance. In order to make personality judgments, perceivers would use the information available to them. This information can be achieved from the style boards given to decorate by the candidates. Once personalities are analyzed and groups are formed, group decision making becomes important. These groups are formed on the bases of group polarization effect. It may deal with the compatibility issue.

Curtsey: http://onclimatechangepolicydotorg.wordpress.com/policy-context-2/2-how-moral-values-shape-perceptions-of-climate-risks/
Group Polarization effect states that similar personalities together in a team tends to make decisions that are more extreme then initial tendency of its members. These more extreme decisions are towards greater risk if individuals' initial tendencies are to be risky and towards greater caution if individuals' initial tendencies are to be cautious. The phenomenon also holds that a group’s attitude toward a situation may change in the sense that the individuals' initial attitudes have strengthened and intensified after group discussion. Thereby, with different combinations of personalities in a group, group behavior can be changed.
Game Economics
Behavioral finance, economics and Prospect Theory can be applied for such a game design. Behavioral finance and economics can help us to formulate situations for teams to invest and evaluate their nature of investment. Effect of social, cognitive and emotional factors on economic decisions is an important factor. Emotional stability or EQ factor of each individual in such situations can have far reaching repercussions on business. Inferring best strategies and extracting suitable individuals can elevate economic strata of a company.
The game demands players to be exposed to the risk situations. These risk situations are formulated on the bases of Prospect Theory. The results will demonstrate risk aversive or risk seeking nature of teams and individuals. In particular, people undervalued outcomes that are merely probable in comparison with outcomes that are obtained with certainty. This tendency, called the certainty effect, contributes to risk aversion in choices involving sure gains and to risk seeking in choices involving sure losses. In addition, people generally discard components that are shared by all prospects under consideration. This tendency, called the isolation effect, leads to inconsistent preferences when the same choice is presented in different forms. An alternative theory of choice is developed, in which value is assigned to gains and losses rather than to final assets, and in which probabilities are replaced by decision weights. The value function is normally concave for gains, commonly convex for losses, and is generally steeper for losses than for gains. Decision weights are generally lower than the corresponding probabilities, except in the range of low probabilities. Overweighting of low probabilities may contribute to the attractiveness of both insurance and gambling.
Gamification
Gamification, including the above mentioned game play strategies can prove to be an asset in enhancing performance of employees. The suggested idea is not a simulation or learning process for companies and employees, rather it is the analysis tool. Observed results through multiple experiments can be effectively applied. This game can be divided into three basic levels: * Level 1: Personality check through independent game play. * Level 2: Team building, plan formation and execution, ability to take initiative and problem solving skills. * Level 3: Adaptation to rapid change and risk taking.
Often each level can be incorporated with moments which drive certain emotions .For instance, Influence of anxiety on some personalities results in an enhanced performance while many experience decline in performance. Converse can be the case when employees are exposed to a much more relaxed environment. Since employees will be playing with each other, it becomes easy to evaluate coordination among them. For this reason, each employee should be given a chance to build up their own team either by being a leader or by joining a team. An employee can only be a leader by convincing others why he/she should be considered a leader. Score boards are maintained for each player. The main challenge in development of such a game is its communication and networking. Since communication is tracked every minute it may suffer technical complexities. Massive amount of data is supposed to be saved and examined.

There are many simulation games and some of them can be summarized as follows: * Innov8 2.0 : Code: A BPM Simulator. It is a game by IBM. Both IT and business professionals understand that processes are critical to success. They just look at them from different perspectives. INNOV8, the IBM Business Process Management (BPM) simulation game, gives both IT and business players a better understanding of how effective BPM impacts an entire business ecosystem. INNOV8 also demonstrates how a more instrumented, interconnected and intelligent world supports process improvements and working smarter to help build a smarter planet. Inside INNOV8 Online, you will encounter three different game scenarios: Smarter Traffic , Smarter Customer Service ,Smarter Supply Chains

* Code of everand: Used by Transport department of UK. It is designed to teach children about road crossing habits.

* The Roma Nova :The Roma Nova project is a serious game taking place in a replica of the antique city of Rome, aiming to teach history to young audiences by means of an original engaging experience where the player is immersed in a crowd of virtual Romans. It grounds on a joint original research between SGI and the University of Toulouse around the Levels of Interaction, a framework designed to adapt a “divide and conquer” strategy to the interactions between the player and a crowd of interacting characters, differentiating between interactional and dialogic situations.

* FloodSim : FloodSim puts the player in control of flood policy in the UK for three years. Players decide how much money to spend on flood defences, where to build houses and how to keep the public informed. But as in real life, money is limited. The player must weigh up flood risks in different regions against the potential impact on the local economy and population. The game brings to life the complexity of the issue and the trade-offs that policy-makers are grappling with in real life.

Conclusion

The proposed idea requires rigorous study of each subject involved. The complexity of the system should be taken under consideration before its implementation since there are multiple other factors involved in analysis apart from those mentioned. The concept can be taken as an inception of an extensive structure.…...

Similar Documents

Free Essay

Ubicomp

...Sensoren en ander registratie apparatuur worden steeds goedkoper en kleiner waardoor je ze overal in kunt verwerken. Dit kan het leven een stuk makkelijker en leuker maken. De laatste tijd komt het woord gamification steeds vaker naar voren als je het over u Ubicomp hebt. Het technologie-onderzoeksbureau Garter heeft gamification in de lijst met hypes gezet. Hierdoor word het steeds vaker toegepast. Maar hoe werkt deze gamification nou eigenlijk. Is het een makkelijk truc om mensen te vermaken door de punten en achievements te geven of zit er een complexe gedrachtsverandering op basis van diepere menselijke psychologie. (1) Een van de meest evectieve systemen zijn de systemen die overeenkomen met de score& puntenengines uit de gamewereld. Deze systemen zijn gespecialiseerd in het meten van de gebruikers acties en geven hier geprogrammeerde feedback op. Maar wat hier wel een nadeel van is is dat het succes van de gebruikerservaring bij het design van de game. Je moet erg letten op hoe je de punten gaat geven aan de gebruiker. Hier zit natuurlijk ook wel een Mogelijkheid. Je kunt de voorkant van het spel keer op keer veranderen waardoor je een andere look en feel krijgt. Hierdoor kan je het zelfde spel aan meerdere doelgroepen aanpassen.(2) In marketing word ook al vaak gamification gebruikt, ook al zijn er marketeers die er nog niet heel er enthousiast over zijn, maar zien er wel potentie in. Bijvoorbeeld het betrokken houden en het gemotiveerd maken van je doelgroep. Het kan......

Words: 712 - Pages: 3

Premium Essay

Application of Gamification

...Now that you know the essential concepts about gamification and game design, it's time to use them. For this final task, we ask you to bring together creativity, technical feasibility, and business realities. You are approached by Rashmi Horenstein, the CEO of ShareAll, a prominent company in the hot collaborative consumption space. (If you aren’t familiar with the concept, some good resources are CollaborativeConsumption.com and the March 9, 2013 cover story in the Economist.) She knows you are one of the top experts on gamification, which she has heard can revolutionize business.  She asks you to present a proposal for a gamified system to take her business to the next level.   ShareAll’s mission is to make shared use of products and services as common as individual purchases.  It follows the path of companies such as AirBnB, Buzzcar, and Uber, which allow sharing of particular products (cars, housing, etc).  ShareAll’s patented technology makes it easy for consumers and business to share any product or service.  ShareAll has also developed a global virtual currency, called Shares, which can be used to purchase access to any asset in the system. Shares can be exchanged for real money, and users can generate more Shares by sharing items or volunteering their time to complete tasks for others.  ShareAll charges a small transaction fee whenever Shares are generated, traded, or spent. Therefore, the more activity, the more money ShareAll makes. Horenstein tells you that she......

Words: 1587 - Pages: 7

Free Essay

Gamification the New Age of Motivation

...Emerging Technologies Gamification the New Age of Motivation Jasper Lim Westwood College Gamification the New Age of Motivation With the rapidly evolving technologies of today, instruments of innovation surface as the next big thing in advancement. Different aspects of life are improved by these advancements, with this said the ideology to which these devices are applied become questioned. In mind the concept of gamification comes into a rapidly growing notion with schools and businesses taking part in its progression. What is gamification? The idea of gamification came into fruition as a business strategy to improve the productivity of employees in a work environment. It is the relative application of game elements to business practices and websites. Examples of said practice include experience bars, and achievement badges all of which corresponds to motivations that people instinctively respond to. In an age where children learn at such a rapid pace video games have becoming the primary entertainment tool. The fast pace and challenge of video games bring to audiences turn it into a valuable medium of amusement. This is aside from the fact that video games is the youngest of entertainment platforms. According to Wanda Meloni and Wolfgang Gruener the appeal of gamification stems from the fact that people enjoy actively engaging and participating with others through entertainment. A strong case can be made in favor for gamification because of this statement. We......

Words: 1669 - Pages: 7

Premium Essay

Test

...Intro: Act Gamification, the use of game elements; i.e. game thinking and game mechanics…. to promote desired behaviors among customers and employees. It has been a popular business strategy for decades. Loyalty programs, cereal box prizes, employee-of-the-month schemes, hidden tokens within apps — these are all examples. How are companies using gamification? Gamification vendors report that 47% of client implementations revolve around user engagement (Crossword), with brand loyalty accounting for 22% (Tim Hortons) and ‘brand awareness’ 15% of implementations. Here is an example of gamification in the context of brand awareness. (Monopoly) (Samsung campaign) Impressed by Samsung’s promotion? Late 2011 Gartner figures, project more than 70% of Global 2000 companies will use at least one gamified application by 2014. So, the overall gamification market is already sizable. Forecasts from two research firms, MarketandMarkets and M2, based on surveys of game vendors engaged in marketing, put the global market for gamification apps and services in the neighborhood of $400 and $500 million at year-end 2013. M2 Research sees the market growing to $2.8 billion by 2016. ************** The spike that we have seen since 2011 has obviously been driven by: 1. explosion of social media usage, 2. mobile revolution, 3. rise of big data, While just plain points, badges and other virtual goods may or may not have long lasting...

Words: 564 - Pages: 3

Free Essay

A Rationale for Gamification

...Gamification techniques would be useful to employ when marketing our company’s new product because it could help us: Maximize our overall market reach and product exposure by addressing engagement gap and leveraging customers' social networks: The scale of engagement with gaming is enormous; gamification expert Ethan Mollick states over eight billion hours was spent playing Angry Birds last year alone. Thus, gamification can be used to provide an avenue for a large volume of potential customers to intensely interact and engage with our product, thereby increasing the product's exposure and the opportunity for this exposure be shared within social networks in a variety of ways. The U.S. cable channel USA Network’s implementation of the gamified website "Club Psych" for the show Psych serves as an example of this, as it resulted in a 130% increase in website page views and 300,000 shares of content socially on Facebook for challenges, allowing 40 million viewers exposure to that content, thereby illustrating enhanced engagement and exposure. Reach our target market of the 18-35 age bracket, including women: Gamification expert Bing Gordon claims that for individuals born after 1971, gaming actually influences their worldview and even their interactions. Moreover, research conducted by the Entertainment Software Association shows the average gamer is 30 years old and almost half of all gamers today are women, which shows gamification can help us reach our target......

Words: 336 - Pages: 2

Free Essay

Gamification

...even custom badges for certain specific events. And, I would definitely check in as many times as I possibly can to get the ‘Mayor’ badge. Very few people know that the creator of foursquare had actually made a sort of predecessor app called Dodgeball which also used the concept of check in without the badges or rewards. Sure, I would still get to see my friends checking in, but if none of my friends checked in anywhere, there would be no motivation for me to do the same. The concept of badges and rewards actually made the necessary difference for users to keep coming back to the improved app. Gamification today is about turning what we have to do into something that we want to do. For marketers everywhere, it’s about turning consumer actions into habits. For consumers, it is about taking very real tasks and breaking them down into games. The reason why marketers are using gamification to engage customers is that is serves as a means of intrinsic reinforcement. Every time a goal is accomplished, a small amount of dopamine is released from the brain resulting in pleasure. Over time, this changes their brain structure and chemical makeup, making them smarter, more confident and able to take on larger challenges than before called the Winner Effect. The users keep going back to experience that same rush. Another reason is that gaming also serves as a primary source of entertainment for the millennial generation. Extra Coffee!!...

Words: 328 - Pages: 2

Premium Essay

Nike Fuel Band

...EXECUTIVE SUMMARY The present campaign is base on operant conditioning theory and the framework of consumer behavior analysis for The Nike Fuel Band. The product will replace workout logs, physical trainers and other sports accessories. The campaign of Nike fuel band targets the athletic shoe and apparel industry. Nike is known for their innovative designs and their active friendly technology within the health conscious Australian community. Nike has produced a comprehensive focused-differentiation strategy with the Nike fuel band, which is mainly comprised of gamification. Our campaign focuses on the positive reinforcement of using the Nike Fuel band and all the benefits the band can offer someone. The main goal will be to focus on Nike as a company and how create loyalty to the current customers, as well as gaining new ones. Through challenges, achieving different levels, and attaining an overall Nike + ranking, consumers are motivated to participate in physical activity, join a team, and start a challenge. In doing this, consumers see their progress and are able to track their daily activities and their calories burned during activity. It is an effective and dynamic way that Nike utilizes its target market and increases brand awareness. After watching our campaign we hope that it motivates consumers to want to purchase the Nike fuel band, as a fun way to keep active by competing, collaborating, and comparing activities with others in the Nike + network. Through this......

Words: 3519 - Pages: 15

Free Essay

Gamification

...The opportunity of gamification What is gamification? Gamification is the use of game thinking and game mechanics in non-game context to engage users in solving problems. However the terms shouldn’t be taken too literal; it is not about actually playing games. Rather it is about combining the principles of games that make them so attractive, namely challenge, sense of purpose, and rewards, with elements that show the level of performance, such as rankings, badges, and leaderboards. Gamification is about engaging your customers, employees, or any other community of interest. It does so by working on the intrinsic motivation of people; even if a task isn’t motivating by itself, reaching the goal of the game is motivating. Potential benefits Gamification is all about increased engagement, whether it is your customers, employees, or any other community of interest. By engaging people you motivate them to change behaviors. That it is successful is shown by the figure that the top 20% of major firm in terms of engagement, on average have a revenue growth that is 250% higher than their competitors. It can increase employee satisfaction, innovation, skills development, and even change behaviors of employees. However we will look into what it can do for our firm to engage more customers and to keep the current ones satisfied and loyal. * First of all, gamification allows for collection of customer data. Most platforms require users to log in and create an account. As a......

Words: 1134 - Pages: 5

Premium Essay

Blah

...Chris Powell Ms. Lee New Technologies 325 March 10, 2015 Game On! The Potential for Gamification in Education Educators across the country, from graduate schools to middle schools, are increasingly focusing on gaming methodology to turn learning into an interactive experience. Gamification uses game design elements in nongame contexts, but it should not be confused with a traditional game of any kind. More than other disruptive technologies, gamification has the potential to change content delivery systems in the classroom and create truly meaningful experiences for students. Nearly every school is challenged to motivate students and strengthen student engagement. Successful student engagement is the foundation for learning and includes the learning process, the subject matter, the purpose of study, and additional social and cultural factors. Gamification attempts to harness the motivational power of games and apply it to real-world problems. Game players regularly exhibit persistence, risk-taking, attention to detail, and problem-solving, all behaviors that ideally would be regularly demonstrated in school (Lee 7). Game-like components that track activities such as custom avatars, badges, and other rewards keep students motivated and task-oriented. Presentation can change behavior in many settings. Researchers at Thefuntheory.com studied whether more people would choose climbing stairs over taking an escalator if taking the stairs were more fun. When stairs were......

Words: 453 - Pages: 2

Premium Essay

Customer Engagement in E-Sport

...many girls showing up in the e-stadia to watch the boys in action. Appealing young women through advertising and sponsorship of the e-sports for brands of toilets and cosmetics has the potential to the growth of e-sports. Well engaged games do engage audiences on a level that is emotional. The strands that are biggest and top marketers have noted gamification that has promised connecting consumers with brands in exciting ways. Gamification is an application of mechanics and game theory to environments that are non-game. Hospitals, schools, and companies are adopting the concepts of gaming of rewards, competition, socialization; achievement, status, and learning that help create an engagement that is deeper with the targeted audience or consumer. Customers might be open to virtual reality experience that see them travelling through collection points and space, or simply require a more engaging way of enticing them into reward tracking for purposes of freeing shipping. Gamification can enable brand to make use of natural connections of emotion that customers have with gaming to achieve ones marketing goals and objectives. Gamification tactics are essential in educating, engaging and increasing customer loyalty (Aldrich, 2003).  E-sport enthusiasts carry big game wallets as compared to all other gamers. They are more likely than average gamer. Long established in the Asian continent, e-sports that are free to play have broken from their niche and in western market on the......

Words: 2617 - Pages: 11

Premium Essay

Hr Practices

...traditional ways are supported by the latest IT-based methods. Gamification is a new strategy designed to build a strong and long-lasting employee engagement, using gaming mechanics from computer, video and mobile games for positive user change (gaming mechanics: collecting credits, prizes, badges). The goal of gamification is to motivate people to change behaviors or develop skills, or to drive innovation. Competition is one the most effective ways of achieving business goals, an incentive scheme supporting successful ending of projects. Gamification is of considerable importance in sales, as the incentive scheme involving prizes makes employees more determined to achieve the set goals, that is sales of products or services. Gartner is redefining gamification as “the use of game mechanics and experience design to digitally engage and motivate people to achieve their goals” (Blogs Gartner 2015). Deloitte has an efficient training system with an online training platform, but weren’t seeing the numbers or results they wanted. They decided to gamify the system, adding an incentives program and public leaderboards which caused that their Leadership Academy program saw regular weekly users increase by more than 30% (Technology advice 2015). Microsoft, Samsung, ORACLE have selected Badgeville's Behavior Platform to power their customer loyalty, employee productivity and product enhancement programs. Badgeville gamification is not only points, badges, and......

Words: 5003 - Pages: 21

Premium Essay

Maanaging Across Borders - Company Report

...Company report on cross border offshoring management, cultural dimensions and gamification Table of Contents Table of Contents Executive Summary | p.5 | Chapter I – Introduction1.1 Purpose of the Report1.2 Effects of Globalization on Businesses’ 1.3 Company Background1.4 Outline of the Report | pp.6-7 | Chapter II – Cross Border and Offshoring Management 2.1 Introduction2.2 Defining culture2.3 Defining management and cross cultural management 2.4 Offshoring2.5 Key problems in cross cultural teams2.6 Conclusions | pp.8-11 | Chapter III – Analyzing and Explaining Cultural Dimensions3.1 Introduction3.2 Analysis of cultural dimensions and Country Comparisons 3.2.1 Power Distance 3.2.2 Uncertainty Avoidance 3.2.3 Long term orientation 3.2.4 Indulgence 3.2.5 Individualism 3.2.6 Masculinity 3.3 Limitations of Hofstede’s Dimensions | pp.12-17 | Chapter IV – Gamification4.1 Introduction4.2 Defining and Explaining gamification4.3 Gamification’s effects on business4.4 Examples of gamification4.5 Criticism – The dark side of gamification | pp.18-20 | Chapter V – Corporate Social Responsibility5.1 Introduction5.2 Defining and explaining CSR 5.3 The Foxconn and Apple scandal5.4 Recommendations and Actions | pp.21-22 | Chapter VI – Recommendations to Management | pp.23-24 | Chapter VII – Conclusions | pp.25 | References | pp.26-27 | Executive Summary Executive Summary This report provides an analysis and evaluation......

Words: 6986 - Pages: 28

Premium Essay

Gamification Target Audience

...Generation Y, also known as the Millennials. Due to this trend, Cigar City Brewery will need to tap into this demographic with the gamification strategy; The Beer Chest. Generation X are individuals born between the mid 1960’s and the early 1980’s. Generation Y or the Millennials were born right after Generation X between the 1980’s and the Early 2000’s (2000-2004) (Talented Heads, 2013). The application will geared both towards males and females, especially since women makeup 1/4 of the overall United States beer consumption (Clarke, 2012). Since the Beer Chest is a game that can be shared on Facebook, we will be able to concentrate on a major factor and reasons why our target audience uses Social Media; fun. Additionally with focusing on this age group we will also be able to attract other people to the application, since both generation choose social media as a way to keep in touch with friends. (This information can be seen in Appendix C, Figure 2.). The target areas Cigar City Brewery will need to focus the initial launch of their product are in the areas that they currently distribute their product, prior to reaching the national/international markets. Based on Figures 2-7 in Appendix B, the major areas to focus will be Alabama, Georgia, Florida, New York, Pennsylvania, and Virginia. Once we are fully emerged in this market with this gamification application, we can begin focus marketing in other areas we begin to see a spike using the Facebook Analytics. A good......

Words: 835 - Pages: 4

Premium Essay

Rise of Gamification

...Rise of Gamification Man is a gaming animal. He must always be trying to get the better in something or other. –Charles Lamb. Big brands are applying the game design thinking to non-game applications these days. More money is being invested by these brands in “Gamifying” their products & services. “Gamification” which was among the words of the year in 2011 has reached a tipping point in 2013. Gamification practice is not only being applied to Marketing but also in Workplace Behavior modification. Rewards & Incentives offered through this process targets the basic nature of man i.e. accomplishing at every round of life. The rise of easy-to-use platforms, such as “BigDoor” and “PunchTab”, and the inherent value of an engaged user, have made this a must-consider marketing strategy. The Incentive strategy described by PunchTab is as 1. Identify the Target Audience – Since these are the folks you want to engage. While identifying some basic questions need to be answered. a. How would you describe your target audience? b. What makes them feel good about themselves? c. What challenges do they feel in their daily lives? d. What do they like to spend money on? e. What are they trying to achieve in using your products & services? Because, it’ll help you understand & tap into the emotional drivers that will get them to not only pay attention, but also take action. 2. Define Your Goals – The goal of your marketing campaign......

Words: 1063 - Pages: 5

Premium Essay

Gamification in Education

...Gamification in Education Tina Terry EDU 620 Meeting Individual Student Needs With Technology Instructor: Tamara Carter Gamification in Education Gamification has the benefit of bringing people together to solve a problem or for you to defeat a problem on your own. Games can be used in a teaching environment to help promote specific learning skills. “Today’s schools face major problems around student motivation and engagement. Gamification, or the incorporation of game elements into non-game settings, provides an opportunity to help schools solve these difficult problems” (Joey J. Lee & Jessica Hammer, 2011). McGonigal (2011) states that “gamification recognizes the value of extended practice, and develop personal qualities such as persistence, creativity, and resilience through extended play” (Technology, 2010). Gaming used in any method can be used to increase students’ motivation through engagement. The use of gamification in classrooms has the benefit of making classes more task-oriented, through gaming students can collaborate regularly in small and large groups. Students can develop enhanced critical thinking skills by completing different tasks in group settings. There are many reasons gamification can be used in the classroom. According to Whitton, (2009) she argues that well designed games can provide authentic learning (p.78). She also believes that gamification helps provide a constructivist learning environment in the classroom. “The......

Words: 1595 - Pages: 7