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Group 2 Final Draft-Introducing Gamification
Group 2 Final Draft-Introducing Gamification
1.) Provide as many reasons as you can why gamification could be a useful technique to apply to
Gamification is the use of game like elements in non-game contexts to make them more
engaging and fun. Gamification can raise ethical issues, such as manipulation, coercion,
exploitation, and privacy. There are several challenges when developing gamification, such as a
lack of understanding of the gamification process, overemphasizing rewards and points, failure
to integrate gamification with the curriculum, and resistance from students and teachers. Not
only are games costly to develop, but they are also costly to maintain. Because games are
2.) Describe challenges for utilizing gamification as a means for learning assessment.
Using a gamification game to train faculty advisors will help The Director of Athletic
Advising assess & evaluate their knowledge; because her own game dashboard will list each
learner’s score. And these scores can be viewed in chart and data forms, too. But, she will have
to careful to not reveal their individual scores to the entire group. Furthermore, her faculty
advisors will also be able to see, as they play the given game, if they need to review any of the
1. Choose a gamification game platform. Kahoot and Blooket platforms create games for
K-12 students. Dot.vu is used to train adults; but it's expensive. Also, Power Point can be
used to create interactive games. YouTube has numerous videos on it’s site that talk
about adding hyperlinks and actions to Power Point Presentation characters, images, and
text.
Group 2: Introducing Gamification 3
2. Create a interesting, motivating, fun, gamification game. Doing this will not be simple.
Creating interactive Power Point Presentations can take 4-8 hours. But, this type of
3. Have a Smart Board moved over to the meeting room, if one isn't there, already.
4. Request 20-30 tablets be set out in the meeting room before their meeting takes place
One of the challenges that comes with gamification, is creating a system or game that is
equal parts entertaining as it is educational. Often times these types of programs overemphasize
one side but lack on the other. Creating a game that equal parts engaging and equal parts training
requires knowledge of the subject being taught, and knowledge of what makes a game appealing.
Apart from this cheating/exploit is a potential problem that could arise from gamification.
for said programs. The software has to be developed and maintained, the hardware needed for
the program needs to be acquired, and any used licenses need to be paid for. Additionally, staff
needs to be trained in the use and maintaining of the program which requires times and attention.
3.) Explain why the reasons you listed explaining why gamification is useful to address the
In our given scenario, the faculty advisors are not fully engaged during the yearly
training, often being distracted by their phones. Gamification makes learning more engaging by
incorporating elements of competition, rewards, and interactivity. This can capture the attention
and interest of the advisors, making them more likely to participate actively and pay attention to
the training material. By presenting the training material in a game-like format, advisors are
Group 2: Introducing Gamification 4
encouraged to actively process and remember the information they encounter. This is especially
important when dealing with regulations and academic standards, where accuracy and thorough
Gamified training often includes progress tracking, badges, rewards, and leaderboards.
These elements create a sense of achievement and motivation among participants. Many
gamification strategies, such as puzzles, escape rooms, and decision-making scenarios, promote
problem-solving and critical thinking skills. In the context of athlete regulations and academic
standing, advisors may encounter complex situations that require them to think critically and
References
Cujba, S. (2023, August 3). Ultimate Design Guide to eLearning Gamification in 2023.
Oliveira, W., Hamari, J., Shi, L., Toda, A. M., Rodrigues, L., Palomino, P. T., & Isotani,
S. (2022, June 29). Tailored gamification in education: A literature review and future agenda -
https://link.springer.com/article/10.1007/s10639-022-11122-4
Pandey, A. (2017, October 17). 5 Killer Gamification Examples To Enhance The Impact
in-the-workplace-reshaping-corporate-training-5-killer-examples