Maybe you've heard of the termMaybe you've heard of the term "gamification," and perhaps you're wondering what it is and how it can be applied to eLearning. In short, gamification is the use of gameplay mechanics for non-game applications. Almost as important, as a definition of what it is, is a definition of what it's not.
Gamification is not the inclusion of stand-alone games in eLearning (or, whatever gamification is being applied to). It also has very little to do with art-styles, themes, or the application of narrative. Rather, game mechanics are the construct of rules that encourage users to explore and learn the properties of their possibility space through the use of feedback mechanisms. With gamification, these "possibility spaces" have been expanded beyond just games into other areas like marketing, education, the workplace, social media, philanthropy, and the Web, just to name a few.
As a game designer now making eLearning software, I've found that much of what is used to build engagement in games can also be applied to other interactive material such as eLearning. ...
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I like this "framework" to create gamification particularly Chou's 8 Core Drives:
1) Epic Meaning and Calling
2) Development and Accomplishment
3) Expression of Creativity and Feedback
4) Ownership and Possession
5) Social Pressure and Envy
6) Scarcity and Impatience
7) Curiosity and Unpredictability
8) Loss and Avoidance
GREAT post on the HOW TOs of #gamification.
Cool and helpful work from one of gamification's pioneers
@yukaichouThese dives/motivations can be used to improve engagaement in any interaction.