A student submission by Nader Dergham (in its entirety - no changes) The last decade saw a huge surge in the gaming industry, surpassing the music and movie industry, to become the leading form of entertainment globally. Games like Call of Duty and World of Warcraft were still bringing tens of millions of users, year in and out, making their respective companies billion dollar giants. It is no surprise that other companies in other industries have take notice to the growing popularity of gaming (and of course the profit that comes with it), and started trying to replicate the gaming industry's success. What successful games do to remain successful is to make sure the player always comes back for more, after all it is a business based on loyalty and subscriptions .
Gamification in Higher Education Is it possible to use gamification to motivate students above and beyond grades? These students in my class certainly think so:
One of the buzz words going around in marketing circles this year, is gamification. Agencies are touting gamification as a way to increase customer engagement with brands, especially through advertising,mobile sites and mobile apps. But is gamification just a buzz word? Or can it increase customer acquisition and expand user participation? Gamification principles come on the back of Web 2.0.
Game theory has recently been gaining momentum in the field of instructional design, as it is commonly believed that the elements which motivate people to play games could be applied to learning situations in order to engage students. Theoretically it sounds wonderful – but can it be applied to real life learning situations? Last fall I was charged with training my colleagues to prepare them for an upgrade of our learning management system.
Maybe you've heard of the term "gamification," and perhaps you're wondering what it is and how it can be applied to eLearning. In short, gamification is the use of gameplay mechanics for non-game applications. Almost as important, as a definition of what it is, is a definition of what it's not. Gamification is not the inclusion of stand-alone games in eLearning (or, whatever gamification is being applied to).
15 Ways to Integrate Gamification Features into Your SEO Strategy On Thursday I presented on Gamification with Jeff Coughlan from Matmi.com at SAScon in Manchester. Jeff’s presentation (which I hope gets published online) was fantastic and really gave the audience a core understanding of what Gamification is, and is not.
Sarah "Intellagirl" Smith-Robbins ( email@example.com ) is Director of Emerging Technologies and a faculty member at the Kelley School of Business at Indiana University. With this issue of EDUCAUSE Review , she begins a one-year term as Editor of the New Horizons department.