GAMIFICATION

 WHAT IS A GAME TO YOU?

GAMIFICATION



-IN LANGUAGE EDUCATION πŸ“šπŸŽ“πŸ“πŸ«✏️πŸŽ’πŸ“–πŸŽ-

Gamification in education uses game elements to make learning more enjoyable and competitive, motivating students in classrooms, online platforms, and corporate training. This interactive approach helps students retain and understand the information better.


Game Mechanics πŸŽ²

Game mechanics describe the essential game-play, the activity or sets of activities throughout the game. They are elements that help gamify any non-game environment.
-POINTS, BADGES, LEVELS, TROPHIES, LEADERBOARDS, RELATIONSHIPS, CHALLENGES, CONSTRAINTS.

GAMIFICATION                                                     VS                                GAME BASED-LEARNING
applying game-like elements into traditionally                           using games to achieve a defined set 
non-gaming contexts to make them fun                                      of learning outcomes.
and engaging.                                                                              e.g. using Minecraft to encourage writing
e.g. using points, leaderboards, competitions,                             
and rewards.

Game Dynamics❕: 

Emergent behavior arises from gameplay when the mechanics are put into use.
-REWARDS, STATUS, ACHIEVEMENT, SELF EXPRESSION, COMPETITION, ALTRUISM.

-VISUAL AESTHETICS-πŸ‘€
-The overall look and feel of the game.
-The visual design determines how tools and functions of the game mechanics are visualized, how cues are represented, and how feedback is displayed.
-NARRATIVE DESIGN-πŸ’¬
-The storyline that is advanced via features such as cutscenes, in-game actions, dialogues, and voice-overs. Narratives provide context by connecting elements such as rules, characters, tasks, events, and incentives within a framework.
-INCENTIVES-⭐
-Incentives can consist of scores, stars, badges, points, and so on..
-They are motivational elements to encourage the players to continue their efforts.
-MUSICAL SCORE-🎼
-Background sounds that are used to direct the player's attention to important events or moments in the game, signal the success or failure of a specific task.
-CONTENT AND SKILLS-πŸ“‘
-The content and skills that a game is supposed to cover will determine the learning mechanics, the visual design, the incentive design, and the musical score.

CLASSROOM MANAGEMENT WITH GAME-BASED LEARNING


*gameplay is an important part of the critical learning that happens every day.​
    
    However, in game-based learning, it's crucial to ensure that players understand they are still in a learning environment. Effective management of a game-based learning session by the teacher is essential to maintain a balance between engagement and the educational objectives.

    There are ways to manage a class when using game-based learning to help avoid problems, such as providing clear instructions and rules, as well as assigning roles to prevent boredom and distractions.

    Don't forget to end each session with feedback! Engage students in conversations and inquire about their experiences, preferences, and dislikes.

PLAYER TYPES


Bartle (a professor of artificial intelligence and virtual worlds) explained how players interact differently in multiplayer environments. He identified four categories of players: Achievers: works for mastery (mechanics: levels, countdown, information, rewards...) "I'm busy.", "Sure, I'll help you, what do I get?", "Only 4211 points to go!" Killers: works to win (needs clearness, challenges, and competition.) (mechanics: ranks, leaderboards, points...) "Coward!", "Die!" Socializers​: works for social standing (mechanics: collaboration, share, kindness...) "Hi!", "What happened? I missed it, I was talking." Explorers​: works to shape and discover (mechanics: random acts of kindness, discovery, worldbuilding...)
"I haven't tried that one. What's it do?", "Hmm.."



Recommendations: ClassDojo, ClassCraft, Edmodo, Board Game, Random Wheel Activities...




WEEK 13
reflection 6 (2)

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