#Change11 Gamification

Though I am not a game fans, I found games quite interesting.

I have learnt a few skills merely by watching this video.  Besides, I have played many video games in the past, which required the collection of inventories, reading of instructions, and using a lot of tactics and strategies to “stay alive” in the game.

How does playing game relate to my learning?

In this Gamification :

“Gamification typically involves applying game design thinking to non-game applications to make them more fun and engaging. A few simple examples are things like earning points and setting goals with Nike+ to motivate yourself to exercise more, and Turntable.fm, the site where you can virtually DJ for your friends and random strangers — earning points based on your performance which allows you to unlock cool new avatars to show off your skills.

According to a 2011 Gartner Research Report it is estimated that by 2015, more than 50 percent of organizations that manage innovation processes will gamify those processes.

Refer to this Gartner Research Post:

“Gamification describes the broad trend of employing game mechanics to non-game environments such as innovation, marketing, training, employee performance, health and social change,” said Brian Burke, an analyst at Gartner. “Enterprise architects, CIOs and IT planners must be aware of, and lead, the business trend of gamification, educate their business counterparts and collaborate in the evaluation of opportunities within the organization.”

For example, the U.K.’s Department for Work and Pensions created an innovation game called Idea Street to decentralize innovation and generate ideas from its 120,000 people across the organization. Idea Street is a social collaboration platform with the addition of game mechanics, including points, leader boards and a “buzz index.” Within the first 18 months, Idea Street had approximately 4,500 users and had generated 1,400 ideas, 63 of which had gone forward to implementation. Further examples include the U.S. military’s “America’s Army” video-game recruiting tool, and the World Bank-sponsored Evoke game which crowdsources ideas from players globally to solve social challenges.

The goals of gamification are to achieve higher levels of engagement, change behaviors and stimulate innovation. The opportunities for businesses are great – from having more engaged customers, to crowdsourcing innovation or improving employee performance. Gartner identified four principal means of driving engagement using gamification:

1. Accelerated feedback cycles. In the real world, feedback loops are slow (e.g., annual performance appraisals) with long periods between milestones. Gamification increases the velocity of feedback loops to maintain engagement.

2. Clear goals and rules of play. In the real world, where goals are fuzzy and rules selectively applied, gamification provides clear goals and well-defined rules of play to ensure players feel empowered to achieve goals.

3. A compelling narrative. While real-world activities are rarely compelling, gamification builds a narrative that engages players to participate and achieve the goals of the activity.

4. Tasks that are challenging but achievable. While there is no shortage of challenges in the real world, they tend to be large and long-term. Gamification provides many short-term, achievable goals to maintain engagement.

So, it sounds pretty promising by fusing games in learning and development, by encouraging engagement, conversation and feedback in an organisation, and in the networks or community.

Picture: from Google


5 thoughts on “#Change11 Gamification

  1. Pingback: #Change11 Gamification | Educación a Distancia (EaD) | Scoop.it

  2. Pingback: #Change11 Gamification | E-Learning-Inclusivo (Mashup) | Scoop.it

  3. Pingback: #Change11 Gamification « juandon. Innovación y conocimiento

  4. Pingback: #Change11 #CCK12 Learning to learn | Learner Weblog

  5. Pingback: #Change11 Gamification in Education | Learner Weblog

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