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La gamificación: las mecánicas del juego en los procesos de aprendizaje (Parte 2)

La gamificación: las mecánicas del juego en los procesos de aprendizaje (Parte 2)

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Videojuegos y gamificación para motivar en educación Videojuegos y gamificación para motivar en educación Juan Carlos Sánchez Aparicio Resumen Los videojuegos están desarrollados para motivar y divertir al usuario oreciendo un alto nivel de interacci! Gamification Superpower: Designing Habit-forming Products Recently I read “Hooked: How to Build Habit-forming Products“, by Nir Eyal. A must-read book for any product marketer, that gives insights about how users engage with technological products, and the psychological model that helps us to define high-engaging products. Nir presents the hook model, a 4 phase strategy that starts with a external trigger that motivates a user action in our product, then we give the user a variable reward (this is the part that distinguishes the hook model from a plain feedback loop), and after that we require the user to invest some time/effort/money into our product, that finally generates an internal trigger to continue the feedback loop. Although Hooked mentions gamification a couple times, it’s not focused in gamification techniques but in the feedback model that would help us to engage new clients with our product or solution.

9 Techniques For Online Educators To Gamify Their Digital Classrooms Involve and motivate your students into the process of online learning with the help of gamification. Check what gamification is, and what gamification techniques you can use as online educator to make your digital classroom more interesting for your online students. Check the following 9 techniques that will help you gamify your digital classroom. Every educator's worst nightmare is his/her inability to motivate students and make them interested in the process of studying itself.Being educators, we perfectly understand the importance of techniques we use in a classroom, and the consequences these techniques may bring as a result.

Videojuegos y gamificación para motivar en educación Videojuegos y gamificación para motivar en educación Juan Carlos Sánchez Aparicio Resumen Los videojuegos están desarrollados para motivar y divertir al usuario oreciendo un alto nivel de interacci! Gamifying Education: Do We Know How to Gamify the Classroom? Gamification in many parts of education is a sham. Listening to the researchers and experts in this area has convinced me of that. If you’re interested in making your classroom more intriguing and powerful, read on. We can do better. Who Is Shaping The Gamifying Education Conversation? In this week’s conversation with Australian Gamer and researcher Lauren Ferro we all went on a bit of a rant about the ridiculous state of badges in education.Teacher Alice Keeler uses games all the time (and doesn’t give grades).Sixth grade teacher Michael Matera reinvented his whole sixth grade classroom as a Games Based classroom and shares how he did it.A Higher Ed Panel had a powerful conversation for why we need games in highered.

Gamification 2015 ATD ICE Conference Slides & Resources Great time presenting at ATD ICE Conference, so many wonderful people and experiences. Here are the slides and other information from my presentation. 8 Types of Stories to Effect Change Storytelling and Instructional Design Eight Game Elements to Make Learning More Intriguing Games, Gamification and the Quest for Learner Engagement Gamification, Separating Fact from Fiction […]

Top 12 Pitfalls To Avoid in Managing Enterprise Gamification Avoid these problems in your enterprise gamification design Gamification is fast being touted as a panacea for everything from employee engagement to higher productivity, from customer loyalty to effectiveness in teaching. It’s no wonder that more than 70% of Forbes Global 2000 companies have announced plans to deploy gamification in some form or other. As more and more enterprises wake up to the potential of gamification, there is also an increasing frustration with projects that have petered out after the initial hype, with low or no returns, and a growing disillusion with fun at work! But a closer look at the failures will reveal some simple ground rules which can ensure the success of your gamification initiative.

What To Know About Gamification In The Classroom The following is a guest post from our friends at Youtopia. We were not compensated in any way for the post and just like what they’re doing over there. Figured the Edudemic readership would love to learn about them too! The team at Youtopia has developed a dynamic management and engagement platform that gives teachers the tools to reach their goals, and have a good time doing it. What is Gamification? Gamification is the concept of applying game mechanics and game design techniques to engage and motivate people to achieve their goals.[1] Gamification taps into the basic desires and needs of the users impulses which revolve around the idea of Status and Achievement. The research company Gartner predicts that by 2015, a gamified service for consumer goods marketing and customer retention will become as important as Facebook, eBay, or Amazon, and more than 70% of Global 2000 organizations will have at least one gamified application. [2] History The oldest example of gamification are Frequent Flyer Programs that airline companies offer as a part of their customer loyalty programs. Gamification was a term that was first coined in 2003 by Nick Pelling, but did not gain popularity until 2010.[3] The term gamification began to gather interest and a following in 2010 when companies such as Badgeville started using it to describe their behavior platforms. Techniques

Gamification and Serious Games in Organizational Learning Infographic Adult Education Infographics Gamification Infographics The Gamification and Serious Games in Organizational Learning Infographic illustrates trends in gamification and serious games for organizational learning. From 551 people that completed the ASTD survey: 25% use gamification in learning20% use serious games in learning Also, it demonstrates the difference between gamification and serious games, and also outlines their top three applications such as:

2014 Reflections on Gamification for Learning The year 2014 was a fantastic year for gamification with lots of companies engaging in gamified solutions, more and more people understanding what gamification is all about and several well known technology companies taking the plunge into gamification. As well as some interesting vendor offerings in the field. The interest in gamification for learning is larger than it’s ever been and continues to grow (but not as fast as some predicted…more about that later). This year I found myself traveling to Mexico to help with gamification projects, visiting California to conduct several gamification workshops for technology and biotech companies, writing an academic book chapter on gamification, creating a course on gamification and speaking about the topic with many people at conferences and within their own organizations. Here are some thoughts and reflections based on those experiences: Gamification Means Different Things to Different People

Gamification & Customer Loyalty: The Good, The Bad, and The Ugly Outside of big data, gamification—the use of game mechanics in a non-game context to engage users—is the darling child of business publications today. It’s easy to see why businesses of all sizes have flocked to the use of gamification. It is widely applicable since it taps into fundamental elements of human behavior. When executed well, it can make even mundane activities seem like a game, creating motivation and desire for users to keep “playing.”

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