According
to the academic paper ““Designing Gamification in the Right Way,” gamification
is a concept of designing games as a supplementary tool in education for
achieving its clear goal that get better pedagogical outcomes (such as “increasing
the number of students who submit the homework on time”).
The
author uses the whole paper to illuminate how to design gamification in the
right way. Obviously, the points are divided as four subheadings. At first, the
author clarifies that a gamification needs a clear goal, which will make the
process of designing a game much easier. Besides, the clear goal will be convenient for evaluating after the game run. Next, designers of gamification
need to target player’s group and types. Under the reference from this section,
the author concludes Bartle’s player types ( achievers, explorers, socialisers
and killer) and Marczewski’s gamification user types ( player, socialiser, free
spirit, achiever and philanthropist). Moreover, he proposes that gamification
should make different goals for different user types. Next, the author
illustrates other variables (such as gender, age, cultural orientation and
academic performance) through analyzing other scholars’ studies. And he
concludes that targets games as a supplementary tool are more beneficial in
education. Finally, gamified learning content is necessary in the process of
designing games. The author concludes that students can learn better by viewing
a PowerPoint slideshow by analyzing two experiments. In the last part of this
paper, the author shows the critiques and potentials of gamification.
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