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Game Based Learning: Is It Appropriate For My Association?

Association eLearning

According to BigFish games, 58% of Americans play video games , with 68% of that population older than 18. Why are games so popular, and how can we leverage gamification for association learning? Like any effective learning project, it’s critical to define your audience and determine if gamification is a good fit.

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Learning Game Design Series, Part 6: Rewards and Scoring

Knowledge Guru

In preceding posts on learning game design, I’ve focused on game goals, game mechanics, and a variety of game elements. Continuing with game elements, this post focuses on rewards and scoring. Rewards can be anything players earn via game play. Some games have them. Many games don’t.

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Effective Use Of Game-Based eLearning In Higher Education

Raptivity

What Is Game-Based eLearning? The theory behind game-based eLearning is that learners learn best when they have goals or targets to reach while also having fun. Game-based eLearning takes the competitive and scoring elements of video games, like points, levels, badges, and leaderboards, and applies them to an instructional context.

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An Educator’s Guide to Using Game Mechanics for the Win

Raptivity

Research indicates that worldwide revenues for game-based learning will climb from $2.6 This dramatic rise is proof enough that games are an exceptional learning aid. Players seek risks, challenges, rewards, and recognition when they play a game. Feud game show is another interesting game format that incorporates points.

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Game Element: Rewards

Kapp Notes

Rewards are an important part of game play. People do not play games just for the rewards but rewards can help with motivation, provide feedback to learners about progress and rewards are a way of being judged favorably by the game. They are from his great book The Art of Game Design: A book of lenses. Types of Rewards.

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Game Element: Feedback

Kapp Notes

One feature video games, board games and gamification have over traditional learning environments is the frequency and intensity of feedback. Feedback in games and in gamification is almost constant. In fact, often a screen or a player will flash to indicate the players are in danger of being eliminated with the next wrong move.

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Using Time as Scenario Feedback

Experiencing eLearning

But I want this to be really exciting for learners, like a game! When Time is Effective. Time can be a very effective consequence in some learning situations. Check out the Lifesaver training on what to do in emergency situations for an example with effective use of time as feedback. What do you think?