2015年3月14日星期六

Response to “Designing Gamification in the Right Way”



       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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