Im Jahr 2014 gibt es zwei internationale Events zum Thema Gamification, die man nicht verpassen sollte:
The Gamification World Congress in Barcelona vom 22. bis 24. Mai 2014
gSummit in San Francisco vom 10. bis 13. Juni 2014.
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.
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.
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.
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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„.
A recent study from the Aalto School of Business investigates the effects of gamification and the implementation of badges on user activity.
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.
Welche Technologien werden die Hochschulausbildung in den Bereichen Wissenschaft, Technologie, Ingenieurswesen und Mathematik in den kommenden fünf Jahren prägen und welchen Einfluss werden diese Technologien haben?
Abstract – In this paper we explore how gamification can be applied to education in order to improve student engagement. We present a study in which a college course was gamified, by including experience points, levels, badges, challenges and leaderboards. The study was five years long, where the first three were non-gamified years, and the last two regarded two successive experiments of our gamified approach. To assess how gamification impacted the learning experience, we compared data from both gamified and non-gamified years, using different performance measures. Results show significant improvements in terms of attention to reference materials, online participation and proactivity. They also suggest that our approach can reduce grade discrepancies among students and help them score better. Modelling course activities with game challenges and properly distributing those over the term seem to enhance this effect.
Keywords – Gamification; Education; Evaluation; Student Participation; Virtual Learning Environments
Improving Participation and Learning with Gamification (Full Paper in PDF format)