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News. Gartner Redefines Gamification: What Do You Think? Gamification is considered a relatively new term. As a new term, its definition is in flux and is continually changing. The popular media and different professionals continue to offer different and sometimes competing definitions. As different definitions are offered, it is up to everyday people to accept or reject those definitions. Gartner, a leader in information technology research and advisory, has recently offered a new definition of gamification. What's the difference between Gamification and Serious Games? How to cite Marczewski, A. (2015). Game Thinking. Even Ninja Monkeys Like to Play: Gamification, Game Thinking and Motivational Design (1st ed., pp. 15).

CreateSpace Independent Publishing Platform. Updated 02/11/2016 The aim of this article is to present an umbrella term for the use of games and game-like solutions in non-game contexts. Ever since I first started considering Game Thinking, I have been trying to come up with a way to break down all of the parts that make it up.

I define game thinking in the following way; The use of games and game-like app­roaches to solve problems and create better exp­e­ri­ences. Since then, I have been thinking about this a lot. For the sake of clarity, a fifth category can be added for the purpose of game-based solutions, simulations, that of simulations. Game Inspired Design / Playful Design I used to call this gameful design, but this now has more gamification like connotations. Gamification Serious Games Teaching Game / Games for Learning Purposeful Game. Andrzej Marczewski's Blog - What’s the difference between Gamification and Serious Games?

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Anyone who has read my blogs will know that I am a little against the constant arguments about what gamification is and what it isn’t, so this may seem a little hypocritical. Here I am defining it after all. Well, things change and whilst I still think that excluding ideas because they do not fit into your perfect definition of gamification is daft, I also believe that as gamfication matures, so should the language we use. NOTE: I feel it is important at this stage to say this. Gameful Design This is the use of game thinking in user experience. Gamification Well, we all know what this is. “The application of gaming metaphors in non game contexts to influence behavior, improve motivation and enhance engagement“ Serious Games / Simulations Games.

Gamification or Serious Game: What's the difference? Just as family members share similar DNA, gamification and serious games share similar traits. Both are born of game thinking, mechanics, and design. Both are used to solve problems. And both engage users. But just like family members, gamificaton and serious games have their differences. Let's take a closer look at each of these game-based techniques to see how they differ and how they can be used. The Game Called Life Gamification uses game thinking and mechanics in a non-game context to improve user engagement and solve problems.

Other forms of gamification tap into people's competitive natures and sense of play to lend a game-like feel to everyday tasks and experiences. Why so serious? Serious games, on the other hand, are games. Game-based learning is not a new concept. Clearly, gamification and serious games share similar traits and even goals. Serious games apply game thinking and mechanics to "serious" subjects. For more information on Gamification vs. By Designing Digitally, Inc. Applying Informal Learning Using a Social Gaming Platform by Eran Gal & Irad Eichler. “Informal learning takes different forms, even when channeled into a formal process such as an online cross-company social game.

The OD group recommends gaining an initial grasp of user reaction and experience before launching on a massive scale.” A global software enterprise initiated a cross-company project to re-write its core values. Management envisioned this as a joint effort with the employees, with the goal of producing an updated set of core values that reflected the company’s current and future culture, and expressed the company’s aspirations and strengths. The first phase of the implementation campaign took place at the beginning of 2013. The primary challenge for the organization development (OD) unit leading the campaign was to create awareness and preliminary recognition of the new values. The solution To meet the preliminary implementation challenge, the OD group chose a social online gaming platform (Wheeldo).

Game layer Social layer Why apply a social gaming solution? CHECK.point-elearning  › How Do You Identify Games for the Classroom? Copenhagen (DK), November 2011 - "Important Lessons from the Last Ten Years with Game-Based Learning" is the title of the OEB contribution of Simon Egenfeldt-Nielsen. He is CEO of Serious Games Interactive in Denmark, a company that develops serious game, simulations, and virtual worlds with graphics that are able to stand up to other commercial computer games. Their solutions have explicit learning objectives and are developed with attention to the special needs of clients and users. Mr. Egenfeldt-Nielsen, you did a PhD on the educational use of computer games. How is what’s been discovered in serious-games research implemented in the products kids actually use in class? Simon Egenfeldt-Nielsen: This is really a complex question, but I think it can be structured into three areas.

I usually look at three elements on an overall level to guide me in assessing whether a game product is feasible for classroom use. How to obtain your ROI information when investing in a Serious Game. When the Serious Game conversation turns to dollar and cents the chatter around the design becomes muted. Designing Digitally, Inc. knows the two are mutually exclusive and need to be addressed prior to investing some significant coin. We already know that stakeholders and decision makers must factor in the value of the investment with any learning programs created, and Serious Games are no different.

We also know that we need metrics and artifacts to help inform our client of the true value of their educational product. However, the metrics we can glean from a Serious Game are far more data rich than what we could expect from just a regular E-Learning module residing in an LMS. This provides an opportunity to delve more fully into comprehending how the current design of a Serious Game is improving transfer of learning and where it may be hindering it. The goal of a Serious Game is to impart knowledge, facts, concepts, and processes in a contextually meaningful way. What is Tin-Can API?

It has been almost a decade since the last major SCORM update was introduced to the learning community. SCORM 2004 was a great evolution from 2.1, and now the members of Advanced Distributed Learning (ADL) and Rustic have taken learner tracking another step further by Introducing Tin-Can API. Tin-Can API is a new type of tracking protocol for learning management systems that gives employers new options to see a more in-depth breakdown of their employees training within the Learning Management System (LMS). "So what? " you ask. You are correct. The issue is that the old SCORM could only tell us if learners have completed their training, recommended courses, etc.

So why do we need all this new information? Tin-Can API is able to track a wide range of learning activities, including: Mobile learningVirtual worldsSerious gamesSocial learningTraining simulationsExperiential learningCollaborative learning Watch this great overview video of what the Tin-Can API is capable of below: Can computer games change the world? Serious games, which have addressed issues as varied as the Middle East conflict through to sexual coercion among teenagers, have gained the attention of governments around the world. But can they really directly affect the issues they cover?

Computer games are regularly criticised as a waste of time and for offering graphic depictions of violence. Regardless of the truth of the opinion, a form of game offering a different side has increased in popularity - the serious game. "The story of games, in popular terms, is a story about adolescent boys in dark bedrooms," says journalist Tom Chatfield, who has developed computer games. "It was only really when the interfaces of games at the start of the 90s, became visually significant and serious that people started to realise that what they were doing might be a reflection of the world, in the same way as a book or a film or an article is.

" "Oil did hit $200 a barrel a few months later so things were really happening. Government 'games expert' Gambit.mit.edu/readme/academic_papers/fdg2012_submission_82-1.pdf. Methods for Designing Serious Games from Indie to AAA Titles : Conferences Library. DevLearn 2012 Conference & Expo - November 2, 2012 Geoff Beckstrom Lead Technical Writer GarageGames Dexter Chow Chief Creative Officer GarageGames There is a market demand for serious games in the consumer and educational markets.

However, the actual design and production of these games can be a confusing and daunting task. Participants in this session will gain a clear understanding of their options to design and develop serious games for their specific audience. In this session, you will learn: Multiple real-world game design methods How to utilize a game design and development lesson plan Your options in game design and development, whether you have a team of one or 100 Some forecasts for the future of the serious-game market Audience: Intermediate designers, developers, and instructors. Handouts You do not have access to these files.

Www.trainingindustry.com/media/3171048/seriousgamesstudy-caspianlearning.pdf. Serious game. A serious game or applied game is a game designed for a primary purpose other than pure entertainment. The "serious" adjective is generally prepended to refer to products used by industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, and politics. [citation needed] Definition and scope[edit] Serious games are simulations of real-world events or processes designed for the purpose of solving a problem. Although serious games can be entertaining, their main purpose is to train or educate users, though it may have other purposes, such as marketing or advertisement. Serious game will sometimes deliberately sacrifice fun and entertainment in order to achieve a desired progress by the player.

Overview[edit] The term "serious game" has been used long before the introduction of computer and electronic devices into entertainment. Other authors, though, (as Jeffery R. A serious game is not a simulation alone. History[edit] Advergames. How Gamification Can Create Social Media Buzz | Video. Total Engagement. Work is a Serious Game. Byron Reeves has been thinking of ways to turn work into serious play. Combining the hugely popular media of gaming with the needs of our existing workforce, he says, will increase productivity while stemming the tide of growing worker disengagement. "If it's good to be engaged at work, why should we have the tools that IBM and Oracle give us that are stunningly boring?

" he asks. "All the things that are true of the software I use when I'm at home are not true of the tools we are given at work. The idea that work is work and play is play and never the two shall meet is melting quite a bit. " Reeves has spent his career as a Stanford University communications professor studying how people use and respond to technology. And why not? "There are features of games that are highly engaging," he says. There is "something fundamentally human" about the way people respond to games, according to Reeves. Of course, the game has to be just right to be an effective workplace tool. Www.seriosity.com. Www.serious-gaming.info/@api/deki/files/57/=Chapter_1.pdf. Www-935.ibm.com/services/multimedia/serious-games-overview.pdf. Smarter Serious Games.