Gamification

 Gamification   Introduction to Gamification  Gamification is a term used to describe the use of game mechanics and learnings into non game contexts. The applications for this are wide and it can be seen throughout our society as Governments, Educators, Business and Marketing people use game techniques to engage or modify behaviour of people.

Supermarket rewards programs, achievement badges, star charts and virtual currency are typical examples of non game contexts that have learned from gamification.

Do you think the Gamification in our School Learning is positive? Yes No Not Sure

Gamification Mechanics
Gamification leverages peoples need for reward, prestige, achievement and competive success to make them act or respond in a particular way. gamification.org lists 24 mechanics of games.

Online games company and game scvngr has identified a further 23.

Gamification in education
While the Gamification was only coined in 2002 and only really seriously considered since 2012, Education has perhaps been the first industry to naturally develop motivational techniques from games. Since the harsh beginnings of formal education, educators have organically identified and utilised many game mechanics.

Grades, Achievement, reward etc have all found their way from children's games into the fundamental science of teaching and learning.

Microsoft


The Gamification of Education and training has begun. Software giant Microsoft released a game,  Ribbon Hero 2 as help train people to use their new office suite more efficiently and effectively. The respose from the market has been extermely positive, Microsoft declare that it is one of the most popular office projects ever.



Quest2Learn
Quest2Learn School in New York, funded by the MacArthur Foundation and the Bill and Melinda Gates Foundation, has set up a school  inspired and built by game designers. Children learn through DGBL and manual games, while game designers and teachers collaborate on how to deliver content, while engaging and inspiring children.

Others
The US military, SAP and Unilever have also used gamification in their training.

