Infographic – The history of gamification

Here is a great infographic by TechnologyAdvice on the history of gamification – from 1896 until today.

Did you know that gamification was introduced in the 19th century by marketers who sold stamps as a reward for loyal customers?

Did you know that by 2016 the gamification industry will be worth about 2.8 billion dollar?

Check out the history of gamification here.

How Gamification Reshapes Learning – eBook

What is gamification and how does it influence learning? In this eBook from eLearning INDUSTRY several experts summarize the main facts about gamification and give insights on how it can be applied in the context of learning.

“Gamification in learning works best when you make the learner think and you let them experience the consequences of their choices.” (An Coppens)

Find the ebook here.

Gamified Learning vs. Game-based Learning vs. Simulation Learning

Learnnovators_Gamified-Learning

According to Karl Kapp,

Gamified Learning is the use of gaming elements integrated into a training program aligned with corporate goals to promote change in behavior.
Game-based Learning is the use of a game to teach knowledge, skills & abilities to learners using a self-contained space.
Simulation Learning is a realistic, controlled-risk environment where learners can practice specific behaviors & experience impacts of their decisions.

FHNW Jobinserat – Tourney Junior Testuser (m/w)

Wir suchen ab sofort oder nach Vereinbarung einen Junior Testuser für unsere Tourney Spieleplattform. Ihre Hauptaufgabe wird die Mitarbeit an der Weiterentwicklung und Optimierung unseres innovativen, Server-basierten Lernspielsystems sein.
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2014 – DAS Jahr für crowdfinanzierte Spiele

Spiele sind am erfolgreichsten, wenn es um crowdfinanzierte Projekte geht. Laut eigenen Aussagen wurden bei Kickstarter im Jahr 2012 rund 50 millionen Dollar für Projekte zur Spieleentwicklung gespendet. Videospiele sind dabei am stärksten vertreten. Mit rund 4 millionen Dollar war das Spiel “Torment: Tides of Numenera” das höchstfinanzierte des Jahres 2013 auf der Crowdfundingplattform Kickstarter.

Die Welt stellt die erfolgreichsten Spiele aus dem Jahr 2013 vor, die durch Crowdfunding finanziert wurden und dabei teilweise das Finanzierungsziel weit übertroffen haben. Doch nun wird es dieses Jahr spannend, denn viele Projekte sind zwar durch die Crowd finanziert, doch noch im Entwicklungsstatus. Die Frage ist, wieviele dieser Projekte tatsächlich zu einem erfolgreichen Abschluss kommen und ihre Fans und Unterstützer mit fertigen Spielen belohnen. Nicht nur der Ruf der jeweiligen Spiele und den dazugehörigen Produzenten, sondern auch der nachhaltige Erfolg des Prinzips Crowdfunding hängt davon ab, ob Projekte erfolgreich umgesetzt und beendet werden. Wir warten ab…

IBM 5 in 5: Personalized Learning

IBM veröffentlich jedes Jahr die 5 Prognosen für die nächsten 5 Jahre. (link)

Bei den fünf Themen glauben die IBM Forscher, dass sie in fünf Jahren Bedeutung erlangen werden. In Zukunft wird es laut IBM folgende Veränderungen geben:

  • The classroom will learn you
  • Buying local will beat online
  • Doctors will routinely use your DNA to keep you well
  • The city will help you live in it
  • A digital guardian will protect you online

The Classroom will learn you (link)

Im Rahmen der Strategischen Initiative Simulated Realities (www.gamifyU.org) erscheint besonders interessant die Prognose, dass in Zukunft die Schulzimmer Computer sein werden. Diese werden über grössere Zeiträume hinweg Informationen über die kognitiven Fähigkeiten der Schüler zusammentragen.
IBM infographic on learning

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A guide to Gamification of Education

In December 2013 the Rotman School of Management of the University of Toronto published a research report called “A Practitioners`s Guide to Gamification of Education“.

Abstract:

For students, gamification serves the purpose of minimising negative emotions
that they usually encounter in traditional forms of education. It lets them approach knowledge and skills, using the learn-by-failure technique that is popular in game-like environments, without the embarrassment factor that usually forms a part of classroom education. Instructors on their part can efficiently achieve their set objectives and use currency-based tracking mechanisms to get feed-back on their students’ progress.
The report can be found here.

Gamification Study about the use of Badges

A recent study from the Aalto School of Business investigates the effects of gamification and the implementation of badges on user activity.

Abstract:

During recent years, the addition of game mechanisms to non-game services has gained a relatively large amount of attention. Popular discussion connects gamification to successful marketing and increased profitability through higher customer engagement, however, there is a dearth of empirical studies that confirm such expectations. This paper reports the results of a field experiment, which gamifies a utilitarian peer-to-peer trading service by implementing the game mechanism of badges that users can earn from a variety of tasks. There were 3234 users who were randomly assigned to treatment groups and subjected to different versions of the badge system in a 2 x 2 design. The results show that the mere implementation of gamification mechanisms does not automatically lead to significant increases in user activity in the studied utilitarian service, however, those users who actively monitored their own badges and those of others in the study showed increased user activity.

The article to the study can be found here.

Gaming: The Future`s Language (Richard D. Duke, 1974)

Richard D. Duke, an American Professor and author of the book “Gaming: The Future`s Language” developed an an early model of game design. He states that “the prime purpose of gaming/simulation is to establish dialogue to increase communication among a group about a topic which is complex, future-oriented, of a systems nature, and which requires a vocabulary or vernacular which is not commonly shared by the group at the outset of the discussion.

Duke`s model is based on four phases: initiation, design, construction and use. The model can be found here.

Source: http://www.isaga2014.com/isaga2014/index.php/conference/media-center