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The 35 Gamification Mechanics toolkit v2.0

The 35 Gamification Mechanics toolkit v2.0
A simple and easy to use toolkit for Gamification Design by @victormanriquey Shipping options Print Out Version The new 2.0 Version This is the new version of my 35 Gamification Mechanics Toolkit. After the great success of v1.0 (that you can find and download here: Toolkit v1.0) I've been working hard for quite some months to improve and revamp both the mechanics design and the content itself. The former version was viewed more than 3500 times, received 85 G+ likes and has helped many people in developing their own gamification projects and I hope this new version will help many others! This new 2.0 version includes: a new design steps system, revamped design & improved mechanics How does It work? Player's Handbook Download and print your cards. You'll have 35 cards, and 6 design levels that follow a color pattern. Every level means a step in the design process. Pink - OnboardingYellow - Late OnboardingOrange - MidgameBlue - Late MidgameGreen - EndgamePurple/Epic - Everlasting experience

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Gamifier ses dispositifs de formation pour mieux engager Le taux d’engagement est l’un des enjeux principaux dans la formation en ligne : comment faire en sorte que les participants restent et suivent l’intégralité des contenus ? Chez Unow, nous avons quelques recettes que nous partageons ici avec vous. Il n’y a qu’à constater le succès des escape games et le potentiel addictif des applications de jeu mobiles comme Pokemon Go ou Candy Crush : le jeu est le propre de l’homme, à tout âge. Et c’est pour cela que de nombreux secteurs de l’économie se sont emparés du phénomène, marketing en tête.

The 35 Gamification Mechanics Toolkit A simple and easy to use toolkit for Gamification Design by @victormanriquey Shipping options Contact me: Print Out Version The new 2.0 VersionThis is the new version of my 35 Gamification Mechanics Toolkit. La recette octogonale de la gamification Toutes sortes de méthodes ont été utilisées pour susciter l’engagement que ce soit dans le domaine du commerce, du travail ou de l’école. Parmi les différents outils, il y en a un qui se retrouve fréquemment dans l’actualité contemporaine : la gamification. En effet, après des années de méfiance médiatique envers le jeu (vidéo, particulièrement), les journalistes se sont finalement intéressés aux caractéristiques positives qui expliquent pourquoi les joueurs y passent des dizaines d’heures par semaine. Forcément, on a voulu reproduire le modèle dans bien des domaines professionnels et éducatifs.

What makes a hero? - Matthew Winkler The Hero Archetype in Literature, Religion, and Popular Culture: (along with a useful PowerPoint presentation teachers can download at this URL: )Maricopa Center for Learning and Instruction (users embark on their own hero's journey): American Masters Lesson from PBS for Teachers on George Lucas, the Power of Myth, and the Hero's Journey: an interactive approach to the Hero's Journey: of course, information about Joseph Campbell's works on the subject, on the Joseph Campbell Foundation site:The Hero With A Thousand Faces Hero's Journey (semi-biographical film): the stories of (a) Odin hanging from the world tree, Yggdrasil, (b) the Buddha seated under the Bodhi Tree, and (c) the crucifixion of Jesus Christ. Do all of these religious episodes follow the pattern of the hero’s journey? Find a comparable story from another continent. Does it follow the hero’s journey pattern?

The Difference between Gamification and Game-Based Learning By Steven Isaacs Have you tried to gamify your classroom? Do you incorporate game-based learning into your curriculum? Gamification and game-based learning have become buzzwords in education yet some general confusion still exists regarding what each is and what each is not. 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).

Gamification User Types Hexad - Gamified UK Another very misunderstood yet over used metaphor from game design that we use in gamification, is Bartle’s Player Types [1]. What follows is an attempt to create something similar to Richard Bartle’s player types, but for gamified systems. How to Reference? APA format citation: Marczewski, A. (2015). User Types. The Gamification Aesthetics Color Wheel A Gamification Design toolkit by @victormanriquey & @isidrorodrigo (Download it for free. Now and always.) A brief story on The Gamification Aesthetics Toolkit 2 years ago Isidro Rodrigo and I released The 35 Gamification Mechanics Toolkit to help Gamifiers design better experiences. Gamifying My Class “Flipside: A Middle School Language Arts Adventure” (FLIPSIDE UPDATE 8/7/15: The Mission areas of each quest are no longer Password Protected. A new Area 5 has been added and each Area is being reconfigured to support the five Common Core ELA strands. Check back periodically for more updates ) “Celestia: A World of Gifted Exploration” Both “Flipside” and “Celestia” are interactive websites I’ve created using the free Wix HTML (blank template) platform.

Does gamification play Pavlov with learners? DOs & DON'Ts The massive success of online games led many to suggest that games and gamification, could be used to turbo-charge online learning. Take a little magic dust from gaming, sprinkle generously and we’ll all find it more fun, be more motivated and learn to love learning. But there’s pros and cons here, as it can both help and hinder learning. Whatever happened to gamification? It wasn’t long ago that leading experts were making a big fuss about it. In 2012, Gartner, for instance, predicted that by today the use of gamified services for consumer goods marketing and customer retention would become as important as Facebook. The research house also forecast that more than 70% of Global 2000 organisations would have at least one gamified application by 2015, and that the gamification industry would be worth US$2.8 billion by 2016. Big numbers.

Epic Fail or Win? Gamifying Learning in My Classroom Every week for 17 years, I've heard my students ask, "What do I need to do to get an A?" Historically, many have focused on their grade rather than on fundamental skills. My attempt to change this mindset started two years ago when I gamified learning in my classes. After researching gamification and its potential to help students master skills and processes, I used the 3DGameLab and then Gradecraft to develop and implement game-based learning. In each class, students could choose "quests" that, if completed successfully, earned them badges and experience points. Each open-source badge was developed using so that students could take them into the digital universe (e.g. attach to resumes, ePortfolios, etc.) and -- unlike grades on a transcript -- document skills they've mastered.

Strategic Innovation Lab We have conducted extensive empirical research over the last 4 years as part of a university PhD program to develop the world’s first comprehensive enterprise gamification taxonomy. Our taxonomy has been peer reviewed and is built on our database of over 300 enterprise gamification projects. This has now become a globally recognised tool that helps designers and organisations to plan, develop and implement a gamification initiative. There are several elements in the taxonomy that help to guide you as you navigate through your options: Market Elements: These elements identify your target audience (5 key types), the primary purpose (17 key types) and geographic/cultural location. Technology Elements: These elements identify your technological options which include up to 6 primary types and several other secondary or supporting technologies.

Report: Is it Game Over for Gamification? Gamification has been around for several years. According to Merriam-Webster, the term's first known use was in 2010. But it's still being flagged by some spell-checkers as a typo. This may be fitting, because gamification was retired in the 2015 New Media Consortium (NMC) Horizon Report on emerging technology for K–12. Gamification — or incorporating elements of games into learning to drive engagement — has thrived in other industries like business. But NMC CEO Larry Johnson said it hasn't quite taken hold in the classroom.