Gamification, a term that is widely used, is the use of game design elements in non-game contexts (Sebastian Deterding, Dan Dixon, Rilla Khaled, & Lennart Nacke, 2011). In other words, it means that importing game elements such as ranking and resources constraints into a non-game application, for example education or work-related application. Recently, gamification had slowly gain popularity among application development. What could be the major reason is the vast popularity of games among all age groups and that the influences caused towards the users. It is known that with gamification concept, the application turns out to be more fun, interesting and higher users’ engagement; thus, creating a better user experience. A few examples of enterprise that practice gamification are Stack Overflow, Amazon.com and etcetera. Besides, there is another saying about gamification, defined as the process of game thinking and game mechanics to engage users and solve problems (Christopher Cunningham & Gabe Zichermann, 2011). Game thinking is about adding fun and game principles into designing solutions for the real-world problems while game mechanics are the rules and rewards in the game focusing on generating and maintaining the users’ emotions. (Jorge …show more content…
This is because with gamification elements, an application evolved, turns out to be more fun and interesting, thus increase the motivation of users in using the application. When users get motivated, the result of users’ engagement will definitely improve because the desires and pleasures to achieve certain goals and achievement, which users seek it as a challenge, will not fail to be suppressed by the humanity. The overall goal of gamification is to secure users’ engagement and participation in interacting with certain activities of the application. To achieve the goal of gamification, numerous game mechanics and features are required to be
Table of Contents Gaming 3 Overview of the Strategy 3 Theoretical Foundation 3 Research Evidence Related to the Strategy 4 Implementing the Strategy in Class 4 Plan for Evaluating Effectiveness 5 References 7 Gaming Overview of the Strategy Gaming is an active teaching strategy allowing a group of learners to participate in a content-based activity that has a clear set of rules, provides instant feedback, and promotes the spirit of competition (Fitzgerald & Keyes, 2019). It is widely accepted that most nursing students are kinesthetic learners and prefer to learn “by doing” (Fitzgerald & Keyes, 2019). In rather sharp contrast, traditional nursing education models have followed a rigidly structured modality, with didactic content delivered
All rewards will include both monetary and public recognition. By providing average level performers both nonmonetary and monetary rewards at each level will make use of social pressure to motivate those still not
A multi-million dollar lawsuit was filed in Alabama against the makers and marketers of Grand Theft Auto, claiming that months of playing the game led a teenager to go on a rampage and kill three men, two of them police officers, according to CBS news. It seems like today the media is determined to box everyone who plays video games into psychotic criminals. But the truth is, that despite the negative one-sided picture the media tries to paint in regards to video games, there are also proven benefits. Will Wright claims in his article “Dream Machines” that video games have positive effect on players. Wright uses powerful vocabulary, examples, and his knowledge of video games to persuade his audience that games have many positive effects on players.
Expanding on pathos appeal, the game's use of clans allows players to team up. This relationship can become crucial as the progresses and a players grows to depend on his or her clan. A strong sense of community can develop and speaking from personal experience may become the main reason a player chooses to play the game. All of these variables are carefully constructed to persuade the target audience to play the game. The target audience in this case being people that enjoy strategy and base building games as well as group play.
Culture of gamers Gamers have positive impression on games. Games act as their family. They think that playing games is their hobbies and the best way
For employees, things that aren’t intrinsically interesting requires extrinsic rewards to motivate. Employees can be motivated by extrinsic rewards such as additional monetary compensation, gifts, gift cards, or other monetary rewards. These types of rewards could lead to improved performance and higher motivation. It would also motivate a worker, but only satisfies the person’s lower-level needs. The flip side to this type of motivation stimuli, employees will want the same or better reward to maintain the same level of motivation and performance outcomes.
Musk said. Musk’s Application of Motivation Techniques There are different ways of motivating the employees and a business leader uses one or more for the better results and efficient
For many teenagers in our world today, playing video games may be a huge part of their daily lives. In contrast, many individuals think playing violent video games will not be safe for kids. However, research has shown that video games have solved some of science’s biggest problems. Teens could someday cure diseases. Also, kids who play violent games are being “exposed” to what war may be really like.
You know all those people that told you video games are bad for you? They were wrong. Video games aren’t bad for you, they’re actually making your life better. For years video games have been criticised for making people more anti-social, overweight, or depressed.
Children around the world play adult content video game And many parents say it is bad for their children; however video games can actually help their children learn. Approximately 90% of children in the United States play video games, and more than 90% of those games involve mature content that often includes violence (Park, 2014). There are those that believe video games are detrimental to society, however playing video games including those with mature content can actually be beneficial to both individuals and society by increasing knowledge expanding the ability to react positively at real life situations and improving cognitive thinking skills. Children that play video games not only have the potential to increase their ability to learn right from wrong, and to improve their cognitive thinking skills the game can also increase a child’s knowledge.
Over the years there has been a big controversy over whether video games are relatively good or extremely bad for children. Video games are super beneficial to a kid’s learning process and have been proven to increase social skills, productivity, and stress. The fear that video games are harmful to a child, is proven through countless experiments that they are actually great for their growth and brain capacity. Video games can increase the social skills in a child, Xbox and PlayStation provide great opportunities for cooperation and competition. Two different studies, one by Katherine Keyes and the other by Vinay Devnath, both have proved that the use of video games can increase the social skills that many children can’t grasp, “Video game playing is often a collaborative leisure time activity for school-aged children, and these results indicate that children who frequently play video games may be socially cohesive with peers and integrated into the school”( Keyes, PhD).
Various games are activities that have been around since the beginning of time has evolved into a technology based forum for all ages called video games. These types of games have become an extremely popular activity and are a big part of a lot of people’s everyday lives. Instead of looking at video games as a leisurely hobby that one plays in their spare time, it is now looked as a positive benefit for people to play. Playing video games are beneficial, according to some studies they can develop cognitive skills, create social connections, and stimulate creativity.
In our time, technology has become one of our essential things in life; specifically video games. Video games are electronic system used to run games. They involve human interaction specially teenagers. Many researches have been done on the effects of video games showing that there is positive and negative impacts. As we know not all video games contain violent contents, but most of them are violent and mentally dangerous.
Conclusion Towards an Evaluation of Gamification Praxis Kapp, Blair & Mesch (2014) stated that there are several reasons to engage gamification successfully into the teaching and learning practices: First, gamification has to be used in a way that allows for creating interaction and interconnectivity among the learners. Second, it has to foster motivation and promote engagement in the learning activities. Third, it has to facilitate the execution of critical thinking skills. Fourth, it should invite a positive behavior change in the learners.
4.4. Reward System: “Reward system is an important tool that management can use to channel the employee motivation in desired ways. In other words, reward systems seek to attract the people to join the organisation to keep them coming to work, and motivate them to perform to high levels”. [ct. Pratheepkanth 2011, pp.85].