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Gamification 101 Hwfsiocf
Gamification 101 Hwfsiocf
Gamification 101 Hwfsiocf
Gamification 101
This interactive course offers an introduction to gamification and its benefits for e-
learning.
Course Overview
History of Gamification
Historical Overview
R EAL-WOR LD EXAMPLES
Duolingo
Classcraft
Why Gamification?
Learner Motivation
Increased Interactivity
Instant Feedback
Course Complete
Gamification Quiz
Lesson 1 of 17
Course Overview
Sav Siegfried
2 History of gamification
There will be interactive elements like sorting activities, clickable graphics and questions to
answer as you progress.
Once all interactive elements and questions on a page have been completed, click the 'continue'
button to move on to the next section!
At the end there will be a short multiple-choice quiz on information learned in this course :)
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Lesson 2 of 17
You may have heard of gamification before, or this may be your first time ever hearing it. Giving
background never hurts, so this section will give you:
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Lesson 3 of 17
Gamification: gam·i·fi·ca·tion
Noun
https://learntech.in/what-is-gamification-gamification-in-training-gamification-definition/
Gamification uses elements commonly found in games to boost learner engagement, motivation.
SUBMIT
Gamification vs Educational Games
Games made for the sole purpose of educating are not gamification.
Games found on popular sites like ABC Mouse or Funbrain are not technically gamified- they
https://smarterlearningguide.com/abcmouse-review/
Gamification is a lesson first, with gaming added
Educational games are games first, with learning added
Anonymous leaderboards
that foster healthy
Gamification
competition between
learners.
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Lesson 4 of 17
History of Gamification
Sav Siegfried
In this section you will get a brief overview of the history of gamification, and how we got
here. It won't be comprehensive, just some of the major highlights - it goes back much farther
than you think!
We will discuss:
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Lesson 5 of 17
Historical Overview
Sav Siegfried
Some of the earliest instances of ‘Gamification’ were based on collecting physical items, like
badges or stamps. People could earn these items based on brand loyalty or achievements within
their organizations.
Fully-filled single pages (equalling 50 points), or full booklets (up to 1,200 points) could be
Click the arrows below to see images of these stamps, and the items they could be traded in
for.
The small green stamps were worth 1 point each.
People collected their stamps in Quicksaver books like these.
People would save stamp books to buy toys for their children, house appliances and
cookware, and even furniture.
This ad from the Ideabook shows users some of the items they could save for.
Some of the items were big ticket items, which came with a big price! #22 on this page, a
17" color television, went for 150 books.
At 1,200 stamps a book, that is 180,000 1 point stamps!
https://www.boyscouttrail.com/content/content/scout_uniform-657.asp#google_vignette
These badges were displayed on sashes worn by the scouts and were major sources of
These merit sashes are one of the most well known symbols of the Boy Scouts, and are still
used today
competitive nature of these games became apparent through arcade games, where players
The Woodrow Wilson International Center for Scholars began a ‘Serious Games Initiative’
which wanted to create educational games to teach people about ‘serious topics’ like politics,
health, and the environment. The website is still up and consistently updates, and has lots of
interesting 'Serious Games' to teach about many topics.
In 'The Fiscal Ship' you captain a ship that is sailing rough seas. You make fiscal choices
for Americas budget based on different topics, and try to reduce the debt. It allows you to
examine the issues, and read arguments for and against these policies before choosing. As
the debt decreases, the seas get less rough, but you really have to examine your priorities
to get there. You also have 3 goals off to the side, and making choices that align with these
goals gets you stars.
'Plastic Pipeline' is a game where you explore the life of plastic from the factory to the
landfil/recycling plant, set up like a physical line on a map, and you have to implement
different policies for plasti-city to help get their single-use plastic problem under control.
Talking to various characters about their ideas gains you 'policy points' which you have to
save/use wisely to put a sound plan in place.
In 'Breaking Harmony Square' you play as an anonymous internet troll trying to sow
misinformation and dissent in a peaceful town. You learn about popular tactics used, like
bot accounts, emotional manipulation, and purposefully misleading headlines to gain
followers and tear a digital town apart. It also lets you practice with real headlines, letting
you test your misinformation identification skills.
Users would start in basic training, and could choose a path to follow, being deployed and
even ranking all the way up to Special Forces.
That same year, The United States Army developed a game called America's Army, which
aimed to educate and gain the interest of prospective soldiers (this was before the Call of
Duty games).
The game provides training in combat, firearms, driving military vehicles, parachuting, special
forces and even combat medicine based on real training in the U.S Army.
The game had multiple iterations over the years, and finally shut down in May of 2022.
Both of these examples are not technically Gamification,
because they are video games made specifically for teaching
content.
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The biggest thing that happened for gamified learning in 2002 was the name!
Nick Pelling, a british computer programmer, coined the term ‘gamification’ whilst working on
softwares to give ATM and vending machines a game-like interface.
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Lesson 7 of 17
In 2005 a platform called BunchBall, which still operates today, was born. Their goal is to
The first Gamification Summit was held in 2011, and over the next few years gamification
By 2014 there were countless articles talking about the ‘ Death of Gamification’. These
articles attributed this death to things like 'gamification fatigue', and called it a failure for not
Many of the big companies and projects in gamification failed to take root and fizzled out over
Even now, there are recent articles claiming that gamification has truly, finally, actually
died-
These days Gamification has mostly stabilized - not dead by any means; but certainly not
e-learning!
https://www.talentlms.com/blog/talentlms-gamification-use-cases/
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Lesson 9 of 17
Duolingo
Sav Siegfried
Duolingo is a popular language learning software that helps users learn over 40+ languages. It
also utilizes so many common elements of gamification to motivate learners and keep them
engaged with their learning materials.
Badges:
Duolingo users can complete tasks and quests to earn unique badges that are visible on their
public profile. These act as achievements, similar to scouts badges, and give learners a goal to
collect each month's unique badge.
Each month a new challenge is revealed and users must complete a certain number of
lessons, tasks, or quests to get that month's badge. Collected badges are displayed on the
users profile for their friends and followers to see.
Each badge is related to a story involving characters from the app. These characters are
used in the lessons to give learners someone to listen and give a face/meaning to the
conversations or stories in the lessons.
Users also get achievement badges based on different criteria.
Learners can send virtual confetti or a highfives to congratulate their friends on
achievements.
2
Leagues and Leaderboards
Duolingo also offers leagues and leaderboards based on points earned from doing lessons,
called experience points or XP. Many video games use similar systems for their leaderboards.
Leagues are defined as groups of 10-25 users, where users compete for top spots within
their league- bronze, silver, diamond, etc. The top users with the most points each week will be
promoted to the next league. If their rank is not high enough for promotion, they stay in their
league another week. Users below a certain line on the leaderboard face demotion to their
previous league (Sundays at 9pm ET are a bloodbath on Duolingo).
League Icons
Here is where learners current league icon is displayed. Learners start at the bronze league, working all
the way through silver, gold, ruby, emerald, etc. to obsidian and then diamond qualifiers, semifinals, and
finals.
Medals
The top three learners in each league by the time it resets on Sunday get a medal. These medals are
displayed on a users public profile
XP
XP is earned by doing lessons, or completing achievements and daily tasks. These add to the learners
standing on the leaderboard. Rewards for doing well in lessons usually include XP boosts, which gives
learners double XP for 15 minutes. There are also 'Happy Hours' where any lessons done during a certain
time of day gain users double or triple the normal amount of points.
Streaks
Streaks are also a fantastic motivator. By logging in every day, users start earning a streak, which is
displayed on their public profile. There are milestones learners can reach, like 14, 30, 50, and 100 day
streaks that earn achievements and rewards.
Status
Status's are also very common in video games. These status bubbles are set by learners, which include
little cartoon icons. There are also little green dots that appear on learners avatar to let others know they
are online. If the person below you on the leaderboard is online, they are probably trying to take your
spot!
XP Boosting Games
Towards the end of the week, special activities open up to allow learners to gain lots of XP quickly. This
one, called Ramp Up, is where learners answer rapid fire questions under a time limit. There are 9 levels,
and each level the questions are more difficult, and time decreases, but the XP reward increases.
However, If you do not answer all the questions in time, you go back to level 1!
Daily Tasks
Each user is given 3 daily tasks for their chosen language(s). These tasks correspond with
doing a certain number of lessons, getting a certain score or number correct, or completing
some other milestone on their path.
Each task has a progress These circles, called
bar, and completing them stones, are a winding path
earns a chest. Chests that learners progress
contain rewards like small though. The path is broken
amounts of gems. Users into colored sections based
that complete all 3 of their on a specific topic or focus.
daily tasks receive a larger Some parts of the path are
reward, like 30 gems, or XP chests with rewards, stories
boosts for a limited time. to practice listening skills,
or characters with special
activities to earn XP and
stars.
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Lesson 10 of 17
Classcraft
Sav Siegfried
This gamified platform, like Duolingo, uses many elements of gamification; but the 3 we will
be discussing in this section are:
Points
Classcraft allows teachers to give points to students based on chosen behaviors.
https://www.commonsense.org/education/reviews/classcraft
Teachers can award either Experience Points (XP), Gold Pieces (GP) or
https://www.getapp.za.com/software/122443/classcraft
Teams add a social component to learning , and is particularly good for creating a bonds
between students in an online classroom. These teams create a sense of community and
or encouragement.
Teachers also have the ability to give complimented users points for a job well done!
https://help.classcraft.com/hc/en-us/articles/360042724254-Kudos
Personalized Avatars
Classcraft gives students a sense of ownership and motivation by allowing them to create a
custom avatar. These customizable characters are especially good for online classes, as they
give students away to showcase their personality and style through their avatar.
https://www.classcraft.com/teachers/
These characters are fully customizable, allowing students to create a character they feel
represents them and that they “vibe with” (actual quote from website).
Learners are able to unlock gear, outfits and pets for their character as they rank up in
the game.
Students can also choose a class for their character- like Dungeons and Dragons, or other
These powers and abilities can be used to assist their team and classroom on different tasks
and challenges.
https://workspace.google.com/marketplace/app/classcraft/659169714589?hl=vi
Click and drag the white cards to the correct software, or 'Both' if it applies to Duolingo and
Classcraft
Duolingo
Classcraft
Both
Uses gamified elements to Gives users points and
motivate learners achievements
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Lesson 11 of 17
Why Gamification?
Sav Siegfried
In this section you will learn a few of the reasons why Gamification is used in E-Learning.
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Lesson 12 of 17
https://www.linkedin.com/pulse/gamification-isnt-dead-its-just-very-misunderstood-lee-
naik
environment, learners are often alone with thier computer. Learners may struggle with staying
Having storyline or narrative elements provides additional context and meaning to the
A math assignment may not keep students engaged, but weaving a story where they are
secret agents trying to crack a code gives them a playful way to engage, and provides context.
It also aids in memory retention by giving the brain extra connections for information recall.
https://playxlpro.com/5-key-techniques-used-in-gamification/
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Lesson 13 of 17
Learner Motivation
Sav Siegfried
https://agentestudio.com/blog/gamification-changing-elearning
The science of motivation is very complicated, and there are some people who specialize
In order to do something, there has to be a reason. People don't do something unless there
3 Excited to continue
(motivated by goals, storyline, and progress)
It's sometimes hard for learners to see the benefits of learning, or feel like they are making
The tasks and challenges give learners a clear goal, and and chunks the information into
smaller, tangible milestones that allow learners to feel accomplished more often.
https://xperiencify.com/gamification-software/
Which of these can help motivate learners (select all that apply)
Earning Points
Reaching a goal
Keeping a learning streak alive
Progressing a story
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Lesson 14 of 17
Increased Interactivity
Sav Siegfried
Gamification innately increases interactivity, making the content something that must be
engaged with instead of just consumed.
Learners could simply go through a powerpoint or view a recorded lecture, but adding
elements of games allows users to interact with the content in a meaningful way.
This is especially helpful in online learning environments, where interactivity is different than
in a traditional classroom.
https://www.tynker.com/blog/tynker-makes-coding-easy/
Many aspects of gamification tie into experiential learning , or helping learners ‘learn by
doing’.
Coding sites like Tynker could function by just teaching coding principles- but learning to
code a simple command by actually making a character walk on screen to progress the
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Lesson 15 of 17
Instant Feedback
Sav Siegfried
Importance of Feedback
Feedback is supremely important to learners to make apparent what they know and what they
still need to know. Gamified elements help make this obvious and instantaneous.
https://geekmyclass.tumblr.com/post/133393021328/classcraft-boss-battles-are-fun-
ways-to-challenge
Take Classcraft for example - if learners are rewarded, or if the monster takes damage, they
get feedback instantly. They are able to see the value of their achievement by receiving
points, kudos, etc.
Instructors are able to remove points as well, which would provide a negative
consequence.
The Classcraft website suggests not taking points away, because you can not take away
learning, however losing points, or simply not receiving them may motivate a learner to make
Gamified elements are particularly good for assessments. Getting feedback on their answers
Softwares like Classcraft and Kahoot have areas for instructors to see learner data as well,
which allows them to see areas the learners are struggling at a glance.
https://support.kahoot.com/hc/en-us/articles/360035547493-How-to-download-and-
use-spreadsheet-reports
You did not have to wait on me to get back to you - you were
able to gauge your understanding of the content, and what
you still needed to learn on your own!
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Lesson 16 of 17
Course Complete
Sav Siegfried
Congratulations!
You completed the Gamification 101 course :)
When you have finished the quiz, you may close this tab to exit the course.
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Lesson 17 of 17
Gamification Quiz
01/05
What is Gamification?
02/05
True or False:
Some of the earliest forms of gamification involved collecting tangible items
True
False
Question
03/05
04/05
05/05