A well designed gamified experience has the power to engage, inform and educate. Gamified experiences use elements traditionally associated with games to promote learning and engagement. One key feature that gamified experiences have is the idea of an allowable element of failure built into the process. This involves placing the learner in a safe environment and letting him/her gain experience through trial and error. The feedback is immediate and points the learner towards certain strategies to improve his/her chances of success, therefore gaining competency and moving up the ranks in the course of the game.
“Gamification” is the use of game design elements characteristic for games in non-game contexts, which is differentiated from playful design and a full-fledged game. This incorporates only elements of games or game “atoms” which in turn, is defined as aspects that are found in most games, readily associated with games and found to play a significant role in gameplay. In addition, the goal within the context must be solving a real world problem.
This definition distinguishes between games and gamification by clearly specifying the context in which the game design elements are applied.
“Gamification” is using game-based mechanics, aesthetics and game thinking to engage people, motivate action, promote learning and solve problems. It is a careful and considered application of game thinking to solving problems and encouraging learning using all the elements of games that are appropriate, and not merely adding game mechanics to non-game situations to encourage engagement. In the context of education, the delivery of content using game based thinking and mechanics is considered as gamification.
This definition places emphasis on the purpose, which should not be about pure entertainment, as a key characteristic of gamification.
Gamification is the process of using game thinking and mechanics to engage audiences and solve problems. This places the focus on the purpose of gamifying something with the key goals being user engagement and problem solving. Fun and engagement are the new power matrices. In addition, fun and the theme of the game are not connected. The theme is used simply to lure users into trying out the game, which therefore is not necessarily the actual context itself. For education, this type of fun and engagement is termed as edutainment.
http://www.teachthought.com/uncategorized/6-step-process-for-adding-gamification-to-your-classroom/ by TeachThought
http://www.learndash.com/6-step-gamification-design-process/ by Justin Ferriman
https://www.td.org/Publications/Blogs/Learning-Technologies-Blog/2014/02/10-Best-Practices-for-Implementing-Gamification by Karl M. Kapp