GAMIFICATION

The act of redesigning lessons, activities or units of work to incorporate elements of good game design in order to improve engagement and learning outcomes.

Claire Seldon

This is a more recent discussion on gamification in education with the awesome Ben Newsome from Fizzics Education. I discuss the positive impact gamification has had on everyday classroom experiences while sharing tips & ideas on what makes a well-designed gaming lesson!

Listen to me talk about my ideas on gamification with Tori Cameron (@STEAMuptheClsrm).

What is your definition?

Google definition:

The application of typical elements of game playing (e.g. point scoring, competition with others, rules of play) to other areas of activity, typically as an online marketing technique to encourage engagement with a product or service.

Wikipedia definition:

Gamification is the application of game-design elements and game principles in non-game contexts. Gamification commonly employs game design elements to improve user engagement, flow, learning, ease of use, usefulness of systems and more. A majority of studies on gamification find it has positive effects on individuals. However, individual and contextual differences exist. Gamification can also improve an individual's ability to comprehend digital content and understand a certain area of study such as music.

Conference on Human Factors in Computing Systems (2011) definition:

Gamification is the use of elements of game design in non-game contexts. This differentiates it from serious games and design for playful interactions.

Urban Dictionary definition:

A cynical practice by corporate douches where workers are supposedly motivated to work even harder on menial, pointless tasks by rewarding them with lame titles, meaningless rankings, coupons or a variety of other real-life trash loot.

"The person who licks the most envelopes, today, will get a coffee mugs with your boss' picture. Isn't that awesome?! See? We're all about gamification."

Quote by Tim Schmitz

I would argue that this quote fails to cover the whole of gamification is that it only talk about video games not board games, card games or all the other not-tech based games. I still like it for the discussion of what gamification is not.