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Gamification - Science topic

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I am giving lectures on a program that is transitional on purpose, one which retrofits land-based engineering programs to one of a program fit for sea-based application.
Any suggestions?
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I lectured in this class at the Turkish Naval Academy for 10 years. I used SMCP for the classes. That book is IMO's certified book and i will very much recommend it.
What I recommend for the class is that you make the class more realistic: if you guys have a radio simulator you might wanna take the cadets there 1 or 2 times a week. Let them talk on the radio, give them some scenarios i.e. approaching a harbor, leaving a harbor, embarking-disembarking a pilot, etc. The more they feel in the job, the more they get motivated.
You might give them callsigns as if they are ships and talk to them as if you were calling them on the radio at the sea. (Capitals of their names for example. Yours would be EFP: Echo Foxtrot Papa. And you can give the students such call signs as such.)
You can select maritime terms when referring to daily used words: porthole for window, hatch for door, cabin for room etc.
Furthermore, you should consult a seafarer about the percentage of the skills in maritime English which are commonly used. Perhaps you might adjust your curriculum according to the percentages and emphasize a little bit more the most commonly used phrases.
These are some suggestions from me, I hope you'll find them helpful.
Best regards.
Koray
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Have you ever used gamification or game-like activities inside your writing classes? If so, have you noticed any changes in the students' work or motivation regarding the class? I would like to hear from your own experience, to know how you teach writing (specifically paraphrasing) and how do you engage with sts. It would be very helpful
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wow these are very interesting approaches! Thank you very much @Taufik Ikhsan Slamet and @Michal Místecky 👏👏👏
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I am working on a research topic in my thesis , which is related to applicant reactions towards gamification in the context of personnel selection and i'm looking for a strong theoretical model that would be relevant for my thesis.
Is there anyone who has already worked on that research subject before?
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I've not studied it directly, but have investigated and cited a paper as part of Talent Acquisition discussion, which covered reactions to gamification:
Buil, I., Catalán, S., & Martínez, E. (2020). Understanding applicants’ reactions to gamified recruitment. Journal Of Business Research, 110, 41-50. https://doi.org/10.1016/j.jbusres.2019.12.041
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Traditional vehicles of marketing are becoming less and less effective to communicate effectively with a company's target market. Innovative methods of marketing and communication need to be considered and implemented.
Do you think gamification is the way to go? And why? What industry do you think would benefit most from a gamification-based marketing strategy?
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Dear,
By using gamification in marketing, you are basically telling your customers that your brand can be fun, different and creative while maintaining all its quality characteristics. Recently, marketers use more gamification techniques.
Gamification in business (5 important advantages):
1. Increasing audience interaction with the brand through gamification
2. Collect data and information from the customer
3. Targeting Generation Z (new generation)
4. Maintaining the relationship with the consumer and creating loyalty
5. Increase brand awareness
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Gamification incorporates game elements or a game framework into existing learning activities. Game-based learning creates learning activities that are inherently game-like. What are other differences between gamification and game-based learning? Which method, in your opinion, is better for learning in this era?
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Game-based learning makes learning and instruction fun and immersive. Games give experiences meaning, they provide a set of boundaries within a safe environment, to explore, think, and try things out. They provide the motivation to succeed and reduce the sting of failure. https://elearningindustry.com/game-based-learning-for-increased-learner-engagement-new-hires/amp
Potential drawbacks of game-based learning
Too much screen time.
Games aren't always created equally.
Games can be a source of distraction.
It requires a technology learning curve.
Doesn't replace traditional learning strategies.
Not always aligned to teaching or learning goals.
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I want to find a thesis topic about human resources and gamification. Do you have a topic or resource you can recommend?
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Kindly visit the RG link related to gamification.
All the best,
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Greeting!!!
Would like to create network of academic research collurators within the field of HCI, Persusasive technology, gamification, technlolgy enhanced learning, social media, marketing, accounting, networking, and an interdiscplinary research are welcome.
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Good idea, professor.
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What is the effective gamification tool I can implement in my research study to investigate its impacts on developing reading comprehension skills of primary students?
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Dear Ms. Bouzeineddine!
I did try to search for YOU resources that may benefit your work
1) Ishaq, K., Rosdi, F., Zin, N.A.M., et al. Serious game design model for language learning in the cultural context. Educ Inf Technol (2022). https://doi.org/10.1007/s10639-022-10999-5, Free access:
2) Xinyu Chen et al. 2018. Re-examining students' reading experience in a gamified context from a self-determination perspective: A multiple-case study. Proceedings of the Association for Information Science and Technology, Available at: https://asistdl.onlinelibrary.wiley.com/doi/abs/10.1002/pra2.2018.14505501008?af=R
3) Jackie Hammill, Thinh Nguyen, Fiona Henderson, Encouraging the flip with a gamified process, International Journal of Educational Research Open, Volume 2,
Yours sincerely, Bulcsu Szekely
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i am Phd student, and i want to make my thesis in agile. I just need some ideas in agile topics that recently new and trend these days.
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Scalable agile Management.
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Hello all,
I'm looking for app-based tools that give an objective measure of cognition, memory, dexterity or anything similar that are validated and freely available. If they use music or gamification that's even better :)
Any ideas would be appreciated.
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How about eye-tracking software based on a webcam or front camera of a mobile? There are some free applications that you can use.
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Hello everyone
I have a quick question regarding one of my research instruments.
I am investigating the influence of using flipped classroom approach with the gamification element (gamified flipped classroom) on students’ engagement, interaction and motivation.
I have two groups (treatment and control group). One of the instruments that I will use to collect data from participants is a questionnaire.
I am developing two questionnaires to be used in my experiment. The first one will be used with the treatment group only to measure the influence of the teaching approach (treatment) on changing learners’ attitudes and perceptions towards learning English. It will be administered before and after the treatment.
The second questionnaire will be conducted with both groups after the end of the experimental course to investigate the impact of integrating a game element in teaching an English course on learning environment, engagement, and motivation.
My question is, should the items in the two questionnaires be identical in order to compare and analyze the variables using inferential statistics which would provide me with answers to my null hypothesis and whether the differences in group results are statistically significant or not.
An example of the items of the questionnaire written in a 4-point Likert scale to measure students’ attitudes:
1- The teaching method makes language learning more enjoyable
2- I feel a greater sense of satisfaction when learning English through this approach
3- In this course, my class participation increased
4- I prefer the type of assessments used in this course.
5- This approach has increased my self-confidence.
6- This teaching method helps me to use the class time appropriately.
So, the above items will be given to both groups and my question is:
Should all the questionnaire items of the treatment and control groups be general and identical
Or, I can add extra items to the questionnaire version of the treatment group to explore the influence of the treatment elements (e.g., gamification, use of the digital tool) on their perception besides the unified items in both versions.
If you can provide me with a reference that gives an example for a standardized questionnaire that can be used in such a situation, I would highly appreciate it.
Thank you for your help and support.
Best regards
Abdulaziz
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If the students' evaluation of the course is the dependent variable, then this does correspond to a pre-test and post-test design.
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I am very much interested in the gamification of learning. I think it strongly matches with my research interests.
I would like to know from the adroit academicians here, what skills (Research and computer-based) do I need to pursue a PhD here? It is noteworthy to mention that I have a Masters degree in Human Resource Management and Industrial Relations from The University of Manchester.
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Dear Mr. Basher!
I did search for YOU resources you might find of value:
1) Murillo-Zamorano, L.R., López Sánchez, J.Á., Godoy-Caballero, A.L. et al. Gamification and active learning in higher education: is it possible to match digital society, academia and students' interests?. Int J Educ Technol High Educ 18, 15 (2021). https://doi.org/10.1186/s41239-021-00249-y Open access:
2) Kruskopf, M., Ketonen, E.E. & Mattlin, M. Playing out diplomacy: gamified realization of future skills and discipline-specific theory. Eur Polit Sci 20, 698–722 (2021). https://doi.org/10.1057/s41304-020-00305-7, Available at:'
3) M. Mahruf C. Shohel et al. 2022. Game-Based Teaching and Learning in Higher Education: Challenges and Prospects, Source:
Carol-Ann Lane (University of Toronto, Canada) 2022. Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning (2 Volumes) -, DOI: 10.4018/978-1-7998-7271-9, Available at:
Yours sincerely, Bulcsu Szekely
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This explicitly refers to designs or concepts that aim to convey or foster knowledge about barriers and the concept of accessibility.
#gamification #360media
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Dear Mr. Bükers!
I found the following resources:
Kaimara, P., Fokides, E., Oikonomou, A. et al. Potential Barriers to the Implementation of Digital Game-Based Learning in the Classroom: Pre-service Teachers’ Views. Tech Know Learn 26, 825–844 (2021). https://doi.org/10.1007/s10758-021-09512-7 Free access:
2) A case-study: Paiva, J.C.; Queirós, R.; Leal, J.P.; Swacha, J.; Miernik, F. Managing Gamified Programming Courses with the FGPE Platform. Information 2022, 13, 45. https://doi.org/10.3390/info13020045 Open access:
3) Yung-Fu Wang et al 2022.The key elements of gamification in corporate training – The Delphi method, Entertainment Computing, Volume 40, January 2022, Free access:
Yours sincerely, Bulcsu Szekely
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Recommendations of any kind for XR; VR; AR would help me a lot. Thank you very much for your help!
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Dear Mr. Bükers!
I would go for "Its Learning":
2) A case-study: Joel Smith 2021. Isle of Man endorses hybrid learning as the way forward following 3 lockdowns, June 16, 2021, available at: https://itslearning.com/uk/news/hybrid-learning-is-the-way-forward/
Yours sincerely, Bulcsu Szekely
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Hey there! I'm currently writing my BSc thesis, and I really need some help with SPSS and its interpretation.
I'm doing research into the effects of gamification (dichotomy) on learning, with motivation as a mediator, and gender; interest, and experience with gamification as moderators.
I was advised to apply PROCESS Model 5 to the data (a moderated mediation model), and run separate analyses for each moderator whilst including the others as covariates. Now, I thus have three different analyses, with three different models.
With regards to mediation - the effect of gamification on motivation remains the same in all three models, regardless of which moderator is applied. However, I cannot report the effect of motivation on learning, since in each model it is different - e.g. b = 0.074, t(57) = 2.29, p=0.202 OR e.g. b = 0.078, t(57) = 2.44, p = 0.018.
With regards to moderation, I assume I must only report the moderator and not the covariates..?
One last thing... How does it affect the data when my IV is dichotomous, and can I avoid this? The IV dichotomy was first coded as 0 - gamification and 1 - traditional education, and now I swapped them around. If I compare the data, some coefficients only gained a minus (-) sign in front of it, whereas e.g. 'constant' and moderators change numbers.
I would be so grateful if you could help me out, even if it's only an answer to one question!
Thanks, Alexandra
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Together with colleagues I have been experimenting with serious play / game based learning. This started as a direct consequence of COVID-19 lockdowns and restrictions, where we found it difficult to get employers to allow us into their workplaces to deliver much needed vocational training and assessment. The game based activities have been popular and we are developing the next version of this, we also look to share our findings.
Does anyone have knowledge of game based vocational learning research papers? I have lots of papers on serious play and gamification, but none specifically for vocational learning, for employed learners.
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I am looking for suggestion about gamification tool to use (e.g., Beer Game) in the field of Industrial systems engineering. Can You suggest some referenced work ?
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Dear Dr. Fuggiero!
I found an article you might find of value:
Areed, M.F., Amasha, M.A., Abougalala, R.A. et al. Developing gamification e-quizzes based on an android app: the impact of asynchronous form. Educ Inf Technol 26, 4857–4878 (2021). https://doi.org/10.1007/s10639-021-10469-4 Free access:
Yours sincerely, Bulcsu Szekely
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It would be great to hear from the community whether you have any experience (positive or negative) in applying gamification, simulations, and/or serious games in class.
Literature? Experience? Opinions? ... are most welcome ... Thank you!
Education 4.0 is a new educational paradigm designed to address the needs and opportunities of the fourth industrial revolution. Essentially, Education 4.0 is based on the concept of learning by doing, where students are encouraged to learn and discover different things in unique ways by experimenting [1]. In addition to the application of Industry 4.0 technologies, Education 4.0 relies on concepts such as gamification, simulations, and serious games [2].
Computer games that, in addition to their entertainment value, specifically promote the transfer of knowledge and skills or support behavioral changes are referred to as serious games. Serious games in education, especially at universities, have not yet been fully researched, although the pedagogical application of gamification, serious games, and computer simulations has long been known as an educational method and has demonstrably significant development potential [3, 4].
Recent studies, even before COVID-19, point to increasing numbers of users and an ever-greater integration of information and communication technology into existing educational processes [5, 6] in order to increase the attractiveness of teaching and learning [7-9]. Modern, well-designed learning games improve the user's problem-solving skills, enable effective learning, and can build bridges between theory and practical application by learning, retrieving, and assessing skills and knowledge in a positive, motivating, safe, simulated environment [10, 11]. In addition, game data can be analyzed relatively easily to provide useful information for measuring, assessing, and improving performance, but also for improving the learning environment [12].
Although interest in games in education has increased over the last decade, there is still much need for research on serious games and their effectiveness [13]. Moreover, theoretical and practical exploration requires interdisciplinary collaboration [14].
I am looking forward to your insights!
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Dear Prof. Bühler!
You raised a key issue. There is a need for understanding better modelling - concept of reality. Especially these days during COVID-19. So I looked up case-studies and relevant resources that have been carried out:
1) Alsamawi, F.N., Kurnaz, S. A framework for adopting gamified learning systems in smart schools during COVID-19. Appl Nanosci (2021). https://doi.org/10.1007/s13204-021-01909-1, Free access:
2) Nieto-Escamez FA and Roldán-Tapia MD (2021) Gamification
as Online Teaching Strategy During COVID-19: A Mini-Review. Front. Psychol. 12:648552. doi: 10.3389/fpsyg.2021.648552, Free access: https://www.frontiersin.org/articles/10.3389/fpsyg.2021.648552/full
3) Chaoguang Wang, Lusha Huang (2021). A Systematic Review of Serious Games for Collaborative Learning: Theoretical Framework, Game Mechanic and Efficiency Assessment, International Journal of Emerging Technologies in Learning (iJET) 16(06):88, March 2021, Free access:
4) Julia Mullen et.al. (2021). Teaching and learning HPC through serious games, Journal of Parallel and Distributed Computing, Volume 158, December 2021, Available at: https://www.sciencedirect.com/science/article/abs/pii/S074373152100160X?dgcid=rss_sd_all
Yours sincerely, Bulcsu Szekely
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I am working on impact of gamification on Online retail or e-commerce.I decided to interview customers and know their views regarding this.But don't getting how to connect with them how to search participants who can give me proper insights.
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Dear Ms. Tyagi!
I would use LinkedIn as over there, there are many sophisticated profiles on companies and on people these firms employ. You can use messaging to approach the people you consider. In addition I would use also the BrightTALK - platform (a B2B - portal) one can sign up for free and use many resources such as webinars to for free to be able to network with the professionals you consider:
1) to sign up please visit: https://www.brighttalk.com/join/
2) a webinar you might want to look at:
Alison Hutchinson, Pennies | Michael Broughton, Furniture Village | Michael Green, Salesforce (2021). From Bricks to Clicks in Retail: How to engage with customers in new ways, July 27, 2021, Available on demand, please see details at: https://www.brighttalk.com/webcast/17241/496753?utm_source=brighttalk-portal&utm_medium=web&utm_content=e-commerce%20retail&utm_term=search-result-15&utm_campaign=webcasts-search-results-feed
Hope YOU have a Nice Day and Keep SAFE!
Yours sincerely, Bulcsu Szekely
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Does anyone have experience or examples of gamification being used in a HE environment with DL students. This is forming part of my research and i wonder what is already available or experience of others.
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Interesting
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am working on gamification and knowledge management. I need a survey on gamification in KM. Could you please help me with this subject.
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Interesting
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Gamification can make learning self-directed, results-oriented, and visualizes learning success. The use of gamification elements in modern learning management systems, such as e-learning environments, can engage learners cognitively, emotionally, maybe even socially (?) by delivering a personalized learning experience. However, how efficient are playful elements when it comes to the motivation of the students in e-learning settings?
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Dear Ms. Zachmann!
You spotted a topic of high relevance. I did search for resources to be able to contribute to your research:
1) A case-study: Pakinee, A., Puritat, K. Designing a gamified e-learning environment for teaching undergraduate ERP course based on big five personality traits. Educ Inf Technol (2021). https://doi.org/10.1007/s10639-021-10456-9 Free access:
2) Dorfner, N., Zakerzadeh, R. Academic Games as a Form of Increasing Student Engagement in Remote Teaching. Biomed Eng Education (2021). https://doi.org/10.1007/s43683-021-00048-x Free access:
3) Pal R., Chakrabati S. (2021) A Gamification Model for Online Learning Platform. In: Hassanien A.E., Bhattacharyya S., Chakrabati S., Bhattacharya A., Dutta S. (eds) Emerging Technologies in Data Mining and Information Security. Advances in Intelligent Systems and Computing, vol 1300. Springer, Singapore. https://doi.org/10.1007/978-981-33-4367-2_78, Available at:
4) Awaz Naaman Saleem et al. (2021). RESEARCHGamification Applications in E‑learning: A Literature Review, Technology, Knowledge and Learning, January 2021, Free access:
5) A case-study: M. Salman Khan et al. (2021). Exploring the effects of gamification on students with rote learning background while learning computer programming, Computer Applications in Engineering Education Early View, 18 May 2021, Free access:
6) Xiuhan Li et al. (2021). Exploring the effects of gamification pedagogy on children’s reading: A mixed-method study on academic performance, reading-related mentality and behaviors, and sustainability, British Journal of Educational Technology, Vol. 52, No. 1, Free access:
7) Michael Sailer, Maximilian Sailer (2021). Gamification of in-class activities in flipped classroom lectures, British Journal of Educational Technology, Vol. 52, No. 1, Free access:
8) Ma Elena Parra-González et al. (2021). Gamification and flipped learning and their influence on aspects related to the teaching-learning process, Heliyon, Volume 7, Issue 2, February 2021, Free access:
Yours sincerely, Bulcsu Szekely
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Hi, I'm from Iran. Here, gamification is still a new topic. There is an Iranian website that uses gamification on its website. But it is not easy to find people who are involved in the gamification process of this website and can answer my dissertation questionnaire.
What can I do to reach the statistical community?
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Gamers are not very well known to be academics. And to make a good gamification, you need someone who had played games a lot, which equals to gamers. So it is understandable what you are looking for is hard to come by. My suggestion is, try to look for companies or people who provide gamification services (usually small game studio offers this service to help raise fund for their game developments) and larger game studio might still have this division. Digital Agencies working on marketing gimmick also have this team sometimes. So your best bet is to look for "vendors" that provide this service and then you can do surveys with them to get what you need.
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The proposed work is about influence on gamification in Customer brand engagement but unable to decide that in current scenario which category is more impactful.
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Hello,
There would be multiple scenarios that would be plausible. I do recommend that you take the "practice" as orientation and justification for your study. Hence, have a look at practical examples and see where and how gamification is used here to engage consumers with a brand. Then copy and pre-test different scenarios before you draw a decision for your own study.
Best of luck!
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I am collecting successful case studies of the use of gamification in Tourism, especially, developed in the context of COVID-19 (literature review) and for that I would be grateful if you could let me know about studies in this field.
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There is a case in Portugal called in Vino Veritas. Unfortunatelly, I do not know wich University and/or region
Regards
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I need to submit an idea that I'm going to be researching, I am a bit stuck and would appreciate suggestions. I'm interested in HCI and in particular VR in gamification.
TIA
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I agree with Keith A. Butler also
That the behaviour intention is important factor in the virtual reality application
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What is Gamification Analytics ? How Gamification Analytics can be used in terms of Elearning more specifically MOOC or any elearning platform?
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Good morning
You can find a lot of articles in Web of Science or Scopus
BR
Ph. D. Ingrid García
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If I count the number of risk factors at baseline and then after how many days of lifestyle modification (e.g. Physical Excercise with gamification, smoking stopping aid, etc) what type of instrument should be used because I might get biased data, however, I can check the body fat percentage to validate.
How to ensure adherence to a lifestyle modification program, or in other words how to reduce attrition rates?
I want to do an RCT, not a pre-and post-survey. So in this case how can I blind my outcome assessor?
For a lifestyle modification intervention done in at the LMIC setting, I need a good quality evidence-based program. The mobile reminder doesn't seem to work in LMIC as stated in a systematic review.
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You need to use standardised instruments like for physical activity use IPAQ or if you have budget use pedometer better and use BMI and other body composition analyser like tanita or any other brands. Regarding the intervention period should be 12 weeks and more to see any effects
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Research title:
The effectiveness of gamified virtual reality for increasing adherence to exercise, affecting perceived exertion and improving mental and physical health: A preliminary study
Any feedback/suggestions would be greatly appreciated. I've also considered splitting this into multiple papers, however I feel that these variables are all interlinked.
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Not necessarily too complex... just too much jargon.... you can try something more simple like this:
A preliminary investigation into the effects of virtual reality videogame play on exercise adherence, ratings of perceived exertion, and mental and physical health
.... or if you have the results then you can change the title to reflect that. Using the terms "effect" or "effectiveness" is ambiguous... does is improve, enhance, increase... etc.!? If so, then you can adjust the title accordingly. Good luck!
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I conducted a big research project looking into a few different aspects of a virtual reality programme. I used 3D motion capture, heart rate monitoring and questionnaires to investigate, mental health benefits, physical health benefits and adherence. This project effectively looked into 2/3 different research questions at once. Would it be right to split these up into different papers under different titles or should I try to come up with a title that includes all aspects of this study and write it up in one paper?
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It all lies in the length and complexity of the research project.
You must determine the study variables. If you intend to study several or multiple variables, you can build a number of articles, the product of a broad general work
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gamification is possible only for basic subjects or it can be applied to Clinical sciences?
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In my personal view, gamification is an "open-ended" method - a category of similar approaches used among practitioners without much cohesion; therefore, it must be a part of a larger educational strategy in order to become effective (including perhaps contextual adaptation, educational goals definition and measurement system, etc.). IMHO, Huotari & Hamari's definition "(...) a process of enhancing a service with affordances for gameful experiences in order to support user's overall value creation. " (2012, Defining Gamification - A Service Marketing Perspective p 19 ) is quite adequate for the purpose of educational applications, if centered on the value co-creation aspect.
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Hello!
I was working on one of my research papers about gamification and I want to use Octalysis Framework of Yu-Kai Chou but I didn't find anywhere if it is okay to use the free tool present on website (with citations, of course) or if it is necessary to email the creator to ask if I can use the model. Any of you in this situation?
I am very grateful for all the answers! Thank you!
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The framework is based on the premise that systems are “function-focused”, designed to complete a task as quickly as possible, similar to a factory process assuming workers will complete their tasks in a timely manner because they are required to do so. Conversely, human-focused design acknowledges that people, unlike machines in a system have feelings, insecurities, and reasons why they want or do not want to do certain things, and therefore, optimizes for their feelings, motivations, and engagement. Per the definition of gamification, octalysis framework will be appropriate model if your operation definition does not deviate from the general idea of gamification.
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Dear colleagues,
have some simple scale or questionnaire to measure student's engagement in Virtual Learing Environments (VLEs), for instance gamified VLEs?
Cheers.
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So Interesting.
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I am studing Octalysis for my exergame ( even games don't have gamification ). just wondering if anyone has used or is planning to use gamification in research?
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Thanks Bruno Castro , I have edited the link.
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Hello Research Gate Community!
I am working on Master's thesis about the intention-behavior gap of tourists to act in a sustainable way when on vacation and gamification as a tool to potentially bridge this gap.
The methodology I would like to use is an experiment, articulated as follows:
- in the first part, I want to measure the intention (through a questionnaire containing different items and potentially using likert scale);
- in the second part, I will divide respondents in three experimental group;
- in the third part, I want to measure the behavior.
Do you have any suggestion on how I could measure the behavior? I cannot ask questions about past behaviors, otherwise it would be pointless to make the experiment. I thought I could use a choice experiment, what do you think?
I would really appreciate anyone pitching in for a contribution!
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Ludovica, although Martin, Bateson and Bateson (1993), in their seminal work, have identified principles and methods which they think will be useful in quantitatively measuring behaviour, others may contend that conducting a qualitative analysis of such measurements might also be complementary to the already established body of knowledge in this valuable research area. Interesting.
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I'm working with some tribes from Ecuador but I haven't found the way to link gamification to indigenous games. Help. Alll your suggestions are more than welcome.
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I think the indigenous tribes inherited the competition spirit from the ancient Greeks who emigrated there long ago.
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Nowadays, I'm doing research on digital formative assessment tools that provide real time assessment data in the classroom. Could you please tell me what (mobile and web-based) software do you use for formative assessment in your classes? I have collected some lists of tools so far. However, one good method to get to know valuable new tools is to ask those who are in the field as a verification of what is already written in Edtech blogs. Based on your own experience, which tools are the best for collecting real time data in the classroom? Thanks.
Arif
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I have used Bookwidgets (School paid for it). It is useful and it actually can be helpful for formative and summative assessment. Google Forms has been useful for short quizzes. Edpuzzle and Kahoot are also used, but not that often. Kahoot and Socrative tend to lose their "assessment" feeling on learners, as they're heavily gamified.
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Main Research Areas & Publication Papers:
Project-Based Learning Gamification Innovation (Organizational & Technology) Project Management Education & Educational Research STEAM Didactics & Pedagogy Chemistry, Physics, Mathematics & Chemical Engineering Education
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I agree with Jotham Kingston
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English: Does vection increase presence in virtual environments (this means only VR systems with HMD's) or is the feeling of presence the prerequisite for vection?
German: Erhöht die Vektion die Präsenz in virtuellen Umgebungen (gemeint sind hier ausschließlich VR-Systeme mit HMD's) oder ist die Präsenz Voraussetzung für die Vektion?
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Nice Contribution Miguel Melo
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So called actantial model is a formulation of narrative structures developed by Lithuanian linguist Algirdas Julius (Julien) Greimas ( 1917 – 1992) which belongs to the Generative Trajectory Model of Meaning.
I would like to hear from you, what kind of applications of actantial model (or related devices) you have encountered and how you have been utilizing them.
I have applied the actantial model when studying knowledge use issues around bachelor theses at the Finnish Universities of Applied Sciences.
Regads,
Juha
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I have been using this model for literary criticism of plays where conflict occurs as a result of two groups in opposition. Here, I examine the classical and the romantic in plays produced in romantic period in Germany and France. In fact, this model was specifically applied in my doctoral thesis where I applied it to depict romantic traits in Victor Hugo's Hernani and Wolfgang Goethe's Faust. A paper is about to be published on this. I shall upload it as soon as it is published.
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Most of the educaters of today know the importance of gamification on teaching languages on young learners. I really wonder that can we use games on adult learners and what kind of techniques recommended so far ?
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Why not. Even if they are adults, they may be beginners. So they need high degree of motivation and stimulation to learn the foreign language . For that , games would be a good idea.
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Seeking the latest development in gamification research particularly in education whereby gamification is used to increase student engagement with the lessons and later improve their motivation to learn.
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Der Mr. Rosedi!
I found several items for YOU: "The next big trends in Gamification In Education Market 2026: Size, Share and Strategies" Published: Mar 15, 2019, MarketWatch, Inc. Available at: https://www.marketwatch.com/press-release/the-next-big-trends-in-gamification-in-education-market-2026-size-share-and-strategies-2019-03-15
Please find the others enclosed. This field is an emerging one, so as I am not a specialist, I rather do not present any other conclusions. Hope still I can be of assistance for you with these articles. Have a Nice Week! Yours sincerely, Bulcsu Szekely
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Dear fellow researchers,
for my PhD project I want to build an app to fight climate change. In this app I want to show the CO2 footprint the user has and take them on journeys (a collection of tasks) to commit to a climate positive cause. To be more specific: I measure how much energy in your household is needed and give you all the data you need to change your energy provider.
Therefore, I would love to hear what features, ideas and functionalities you would absolutely want in a climate change app.
Kind regards,
Ben Lenk-Ostendorf
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Easy to use...
Simple interface
Low data demanding
To provide each user suggestion on how to change behaviour or how to invest to decrease energy consumption (direct or undirect)
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How does gamification can benefit from adaptive learning strategies?
Does anyone have concrete ideas on how to relate these two concepts?
What concrete projects exist that might be useful for this reflection?
Many thanks to all for your contributions.
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Las bondades de la gamificación se pueden esbozar como oportunidades en relación con el aprendizaje, ya que consolida la motivación intrínseca del estudiante, puede elegir, controlar, colaborar, apreciar el desafío y obtener un resultado. Se relaciona con el desarrollo cognitivo en la toma de decisiones, la resolución problemas y su autodeterminación. Asimismo, no excluye el fomento de la participación y colaboración, simplifica las tareas difíciles, crea una retroalimentación positiva mediante recompensas y un ambiente susceptible de ser controlado por él, induciendo confianza en el proceso de participación. Aprender jugando se conforma como una experiencia de aprendizaje transformadora. Para aplicar la gamificación se debe seguir una estrategia que incluya: determinar las características de los alumnos, definir los objetivos de aprendizaje y crear los contenidos y actividades educativas para la gamificación.
Curso sobre gamificación y aprendizaje adaptativo http://formacion.intef.es/course/view.php?id=463
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Seen only today, sorry :-)
At the University of Bergamo we've been following - somehow from inside - the case of http://bergamoquest.com/ by monitoring usage, wi-fi coverage, and the relationship of content vs. local DMO policies in terms of heritage interpretation. This has followed previous research of ours, quoted in Enter conference proceedings, on gamification and tourism.
If you believe that a case history like this might be of your interest, please let us know. Thanks anyway for your attention.
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Hi Roberto, thank you for your question. We have finalized the book and will submit to the publisher very soon.
Sincerely yours,
Feifei
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Has anyone used a cheap commercially available brain computer interface, such as "NeuroSky MindWave", or "Muse: The Brain Sensing Headband" in the learning process, in gamification? Are works on this topic known?
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Sorry I have no medical, computing or scientific research expertise. My work is in practical learning and teaching: see ‘Inside Teaching: How to Make a Difference for Every Learner and Teacher’ (Routledge, 2017).
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Lesson plan for teaching reading comprehension using gamification based on Class Dojo website
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Carrillo, D. L., García, A. C., Laguna, T. R., & Ros, G. (2019). Using Gamification in a Teaching Innovation Project at the University of Alcalá: A New Approach to Experimental Science Practices. Electronic Journal of e-Learning, 17(2).
Hursen, C., & Bas, C. (2019). Use of Gamification Applications in Science Education. International Journal of Emerging Technologies in Learning, 14(1).
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I ran an experiment to see if a particular gamification design (2 treatment groups) would perform better in terms of quality than the control. The design was run on a reporting application where citizens can report issues in their environment to the government, and the government can act upon it.
Quality in my data is measured by the number of successful reports of an individual/total reports made of the same individual. (Successful reports are those acted on by the government).
The data would look something like what is shown in the attached picture (png file), where each row represents 1 individual.
The Competition and Inter-Team represent the IV which is categorical, the baseline is no design. My question is which of the following formula/commands in STATA should I use?:
Approach 1
glm Succesful_Report Competition Inter-Team, family(binomial Total_Report) link(logit) vce(robust) nolog
Here the binomial Total_Report takes into account the fact that each individual has a different denominator (total number of reports). The fact that the individuals in the control report less would then be accounted for. Unfortunately I cannot perform the marginal effects command after running this glm.
Approach 2
glm Proportion Competition Inter-Team, family(binomial) link(logit) vce(robust) nolog
In this case the proportion is directly taken as the DV.
I am unsure which approach to take to test whether a the treatment group (Competition and Inter-Team) outperform the control in regard to the quality. What would be advised?
Kind regards, Michiel
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I am not entirely clear on the properties of your variables. I suggest you start with the book in the link below and try to match the types of regression with the properties of your vhttps://www.amazon.com/Fundamentals-Biostatistics-Rosner-Biostatics/dp/0538733497/ref=sr_1_1?crid=5T30APAQD170&keywords=fundamentals+of+biostatistics+rosner%2C+fundamentals+of+biostatics&qid=1560739677&s=gateway&sprefix=fundamentals+of+bio%2Caps%2C164&sr=8-1ariables:
google limited dependent model regression, Multinomial logistic regression, and look at the notes attached below. Also search ResearchGate questions because I think this was asked fairly recently. Good luck, David Booth
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I'm trying to use Agent Base Modelling to show how the effective the different behavioural change mechanisms in the China Social Credit System are at influencing society. These mechanisms are surveillance, rewards and punishment and gamification (scores are made public).
Could anyone point me in the direction of which models would be good to look at in order to build something like this?
Any recommendations or suggestions would be appreciated as I am now currently learning how I do this.
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Hi,
First of, You may try to combine reinforcement learning algorithm for reward and game theory for punishment together.
On the other hand, Anylogic is a nice tool for Agent based modeling and system analysis.
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To what extent would creative problem solving instruction entail, cover, and transfer or result in creativity and innovation instruction?
If a person has been taught creative problem solving, to what extent has he been taught in creativity and innovation in general?
If one considers gamification in the context of creativity and innovation, it surfaces a strong practical or empirical context of either known or unknown problems/ contexts - cases where a known problem is given to the player to solve, versus cases where the player must first himself identify a problem to solve. It suggests creativity and innovation instruction can start with already known or evident problems, and transition to self discovering problems. Also that creativity and innovation teaching can be approached from the context of problems and problem solving.
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I was part of a project (http://mc2-project.eu) that was based on the idea that helping teachers to be creative in their teaching can help students to be creative; for an example paper, see:
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Im a student at kings trying to write a dissertation on Gamification as it highly interests me. I wanted to understand if this is a good masters dissertation question and will resources be easily accessible for reasearch? I deally i look to target HR's of firms that have gamification like Microsoft, Deliotte, Google, Telus, Cisco, Engine Yards, SAP
Liveops, Freshdesk, Ford Motor company
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This is a good field. I have a suggestion what about adding a part of your dissertation for gamification with the special needs people?
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Dear all,
I'm working in a research that aims to build a platform for the users who have learning difficulties. And I need a co-researcher (preferred in the learning field ) to collaborate with me in specific points.
If any one interests please reply this discussion or contact me directly .
Regards
Samaa Shohieb
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Whether we resolve the moral and ethical questions around public shaming, mob justice and internet scolding aside, do they challenge the idea of gamification as a natural direction to take for modelling consensus?
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This Project Works about the incomprehension or empty of didactics’ routes in research management learning in teachers of High Education. The problem is tackled from fourth central issues to follow outcomes from research products. 1. Generation of New knowledge. 2. Technology development, 3. Social Appropriation of knowledge, 4. Training of Human Resource in science, technology, and innovation. These topics are supports in the fourth typologies from a National system of science, technology, and Innovation in Colombia, call it Colciencias.
Consequently, it can look at different problems from diverse academic importance, like as unable for identity the national research products map from ScientTI. The lower impact on the research outcomes in academic communities nationals and internationals. Likewise, this problem impacts the creation or participation in research networks. Also, there is an important difficulty for its management the scientific communication to show the outcomes to the generation of new knowledge in indexed journals.
Another topic is about the researcher's rankings. The national Science System has five levels to classify the researchers; 1. Recognized integrant, 2. Junior, 3. Associated, 4. Senior, and 5.Emerito. There are benefits associated with there levels. Many researchers are not in this rankings´ research. This situation harms the possibilities of products´ visibility from researchers.
In this sense, the general difficulty of the Colombian researcher people to articulate and manage their research process with specific outcomes is the cause of this proposal. Also, we think it can generate a research culture from gamification strategies.
It proposes a design of a gamification strategy for the research products management learning, defined in the National System Research. Also, improve a research culture at University of Santo Tomas and the others in the country. Methodologically, the project is thought for it develops over “Human Centered Design (HCD)” model. It hopes to make a prototype of the platform, and mobile-app, in alfa level, that implied the multimedia and gamification concept.
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Looks interesting and promosing at the same time.
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Respected fellows,
I have recently started a deep dive in gamification of psychological concepts to help me understand it, like Pymetrics, Cognifit , Lumosity, etc., and I am having difficulty finding literature that might help me in adapting these concepts into games. Can someone please help me find any literature regarding this, or even how to further proceed?
Regards,
Azka Safdar
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What are gamification strategies or concepts to help small and medium enterprises (SMEs) and micro business earn more?
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Hello Vu,
My research are related to customer service and sales activities with use of sectorial benchmarking, "Mystery Client" observation and polls as well as interviews - I believe these are the most painful problems of small businesses. Do you have any specific idea for improving it or applying it in a new way?
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Gamification is a brilliant strategy to support the development of educational settings, especially in undergraduate and postgraduate courses.
Therefore, I would like to ask you what do you think about this theme, and if you could share with us some remarkable examples about the use of gamification in your lessons.
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Dear colleagues,
My Masters programme in Counselling Psychology advents next week, and I am looking to explore the potential of gamification of counselling through critical evaluation of existing models and assumptions with regard to the same. Lacking access to subjects or possible experimental and empirical data, I wish to keep the paper largely essay-oriented.
Is this feasible/a professionally sound idea?
Any help will be appreciated! Thank you.
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Of course it's feasible
An Example of just a design of an idea
Deleted research item The research item mentioned here has been deleted
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Describe if you ever had participated on a gamification experience and how.
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About my experience, I designed a full gamified framework to teach Mathematics to deaf students. You can refer it in the following link
Conference Paper A Proposed Gamified e-Learning Framework for Teaching Mathem...
Regards
Samaa
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Does any one have good succestions for peer reviewed journals for proposing an article about using computer game design to design a real life learning situation in sports ( Brazilian Jiu Jitsu). Might be Physical Education? Modern culture? Gaming?
Some examples
Physical Education and Sport Pedagogy
Joper Journal of Physical Education Research
Strategies: A Journal for Physical and Sport Educators
Journal of Teaching in Physical Education
I have no idea which is good and accepts articles with out years of editing.
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I have a preprint in this journal. My article was about a Gamified System in Learning Deaf Persons
Also for more good reputation journals you can read this discussion, it contains many sources
Good luck
Samaa
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I want to be made aware of any articles or papers on gamification and any connection it may have to changing behavior and/or Executive Management.
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I have couple in my profile, have a look
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Actually, I spent more than 3 months trying to reach the members of
ANAGAM - Asociación Nacional de Gamification & Marketing Digital from Spain and there were no answer... Do you know any other network around the world where I might be in contact with experts from gamification?
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Let's create one, we are kee to join)
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I want to be made aware of any articles or papers on gamification and any connection it may have to changing behavior and/or Executive Management.
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I have couple co-authored with my PhDs - have a look in my research items
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Answers should differentiate using games form gamification.
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ESL games are an important, almost vital, part of the ESL classroom. finding activities that are fun, engaging, and deeply beneficial gets a lot more challenging.📷Your advanced students are going to get a little bored if you just have them throwing the sticky ball at the board every class. for more involved and stimulating activities that will have ,due to students having so much fun they don’t even realize how much they are learning.
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Can anyone share gamification projects or working papers in the area of STEM? I wonder what people are doing with gamification or gameful design in STEM fields. If you have examples of activities, please share.
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Szymon, in addition to those mentioned by Walt Scacchi, some articles were discussed in our recent course, a Human Factors Research Seminar (IE656) at Purdue.  5 of the top 8 cited papers reviewed that semester were related to gamification and may be of interest.  They can be seen by following the link in RG project shown below.  https://www.researchgate.net/project/IE656-Research-Seminar-HelII Walt Scacchi Walt Scacchi
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There's a chapter by Isaac Soon that addresses gamification in theological education in Learning and Teaching Theology: Some ways ahead, Les Ball & James R. Harrison (eds.). It's worth being aware of.
Soon, I. (2015). Video game design and the theological classroom: gamification as a tool for student-centred learning. In L. Ball & J. R. Harrison (Eds.), Learning and Teaching Theology: Some Ways Ahead (pp. 159–170). Eugene, OR: Wipf & Stock Publishers. Retrieved from https://books.google.ca/books?id=lIycCQAAQBAJ
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In Catholic education there are just a few "saints" that have used games or even game mechanics in education. For example Don Bosco's playground is a great way to start.
Lydon, J. (2009). Transmission of the charism: A major challenge for Catholic education. International Studies in Catholic Education, 1(1), 42-58.
Collison, H. (2011). A Game for the Good?: Football, Youths and the Liberian Civil Conflict. African Research & Documentation, (116), 53.
Redig, G., & Coussée, F. (2017). youth work in flanders–playful usefulness and useful playfulness. THINKING SERIOUSLY ABOUT YOUTH WORK, 27.
Best Regards
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For my dissertation, I am focusing on the impact gamification has on educational software, consumer attitudes towards purchasing gamified educational software and the value propositions for customers that gamified educational software elicits.
Most of my research is conducted through likert scale questions.
200 people answered the survey and I have all the data stored.
Some of my research questions are to see if theres a difference in attitudes towards gamified educational software depending on your gender or age.
I am easy with the reliability tests such as cronbachs alpha but rather confused as to whether to conduct non-parametric or parametric tests.
I have no hypothesis, just research aims and objectives.
Ideally i want to compare variables, eg how males faired on the likert scale questions compared to females.
Thanks.
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Hi, Daniel,
The appropriate statistical test will be depend on the scale of measure of your dependent variable. For example, if you are comparing groups (male v female, young v old) on each individual question, then your dependent variables will all be ordinal which requires the Mann-Whitney U test for two group comparisons. (There are other tests for more than two groups).
If, however, some of your questions combine into a single factor using exploratory factor analysis, then that factor would be an interval/ratio scale of measure allowing your group comparisons to be conducted with t-tests or ANOVA. Although technically, 200 respondents is on the low side for EFA, for an exploratory analysis like you describe, it should be acceptable.
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Most articles I found the talk about reward systems.
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Yes I have. I've even met Yu Kai en Barcelone during a Gamification Congress. Nonetheless, there are more to explore.
Best Regards,
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The University I'm lecturing have created the first Game Laboratory of Ecuador. Yes, we are the pioneers on this matter. http://gamelab.ups.edu.ec/
We are looking forward to learning from other experiences. So, our iniciative is creating a free, open access network for gamelabs, to share experiences, invite academics and create projects together.
Is there any network we can join?
Thank you
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Effective gamelab is here:
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I'm looking forward to finding conferences where I can publish our advances.
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Unfortunately, the submission deadlines for all three conferences have already passed this year.
Best
Heinrich
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Hi everyone , I’m currently doing some research on the impacts of gamification on organisations in terms of employee engagement and innovation . More specifically , how implementing game mechanics to existing processes can lead to innovation . I’d like to hear your thoughts . Is gamification useful ? Do you think it can drive ideation ? If so ,to what extent ? Does it have its downsides ?
I’d really appreciate some responses , Thank you.
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Using Gamification to Drive Innovation in a Global Company
Some global organizations have large scale innovation initiatives; their aim is to involve employees in grass-roots innovation activities, driving them to identify questions that require innovation, identify possible solutions and try them, iterating as needed.
We’ve written in the past about gamification for innovation, but I wanted to show how these high-level concepts can be broken down into a real use case at a large enterprise.
The core idea behind corporate innovation initiatives is that innovation can be driven from below and not by management edict. These programs begin by establishing an innovation “body” – a loosely coupled group of innovators spread throughout the organization – and embedding it in the organization. The core challenge is to build a culture of sustainable innovation, with people at its core. How do you launch and foster an entrepreneurial mindset in large organizations?
Here are some ideas:
Training
One of the core requirements of innovation programs is training. Yes, this may sound odd – don’t great ideas just drop out of the blue? But in reality, the goal of these programs is to drive innovation by providing learning materials – to get people exposed to ideas, challenges and to socialize them by organizing events. eLearning gamification can be great this, and combined with many gamification elements that track performance. You can read more here.
Social proof
Everything that is innovation-centric or that is about contributing to a community as a whole is driven by social proof and karma.  That’s how we humans are built.
That’s why any innovation project has to have a healthy dose of social proof and karma points. You want to show off your good deeds, your innovation peers in another country/division also want to show them off.
This is where good old badges (as well as kudos, one of our favorite game mechanics, and a social feed) come into play:
  • Internal bragging
  • Many badges per type of contribution /activity/ geography / role etc
  • Show mastery
  • Communicate expertise to others
  • Social proof
  • Can be communicated externally to demonstrate achievement outside the innovation group
Instead of tracking performance, tracking karma
Yes, karma points are lovely.
  • Use karma to reward for contributions to others (like “karma” in Reddit)
  • Drive collaboration by attaching karma points
  • Using karma points for “Kudos”
  • Encourage working with champions through karma mechanisms
Karma can also be used as game “levels”. Here’s a way to think about it:
  • Create ”levels” to show progress as an innovation champion
  • Levels can also be adjusted by contribution /activity/ role/ geography etc
Competition too
Although we typically discourage outright competition, some competition between innovation champions in a large corporation can be nice sometimes. Use it like this:
  • Leaderboard of contribution across several innovation areas/ competition
  • Visibility across network/geographies
  • Track core innovation group KPIs to communicate and show activity to managers/ rest of
  • The ability to segment by function/geography for different rewards, measurements, etc
Don’t forget knowledge contribution
We believe that knowledge creation is great for gamification. Here’s a case study
In the innovation story, here’s how to use it:
  • Sharing and knowledge creation as core KPI
  • Badges
  • Levels
  • Gamification communication features for innovation “story” dissemination across divisions and geographies
  • Gamification of DTT learning activities
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Interested to know if there is any valid scale for measuring rivalry or competition between two individuals
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Hi Marcio, take a look into this paper. It proposes a behavioral model linked to the lodka-volterra model in a modified form to assess and simulate competition-collaboration dynamics. For two actors
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I am a Phd researcher . I am interested in Gamification and learning English Language . I need the recent thesis about this subject
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Hi,
1) Students' Perceptions about Gamification of Education - by İ Yıldırım - ‎2017
https://www.researchgate.net/.../319202972_Students'_Perceptions_about_Gamification_...
2) GAMIFICATION AND THE CREATION OF ACADEMIC WRITER’S IDENTITY by Jené M Koenig
3) Educational Games Design: Creating an Effec- tive and ... by L Vicuna Grocheva - ‎2017