23 internasjonale eksperter svarer på dette i en ebok.
Her er min oppsummering :
Spørsmålet de fikk var : What are the most effective uses of Gamification in Learning ?
Noen utvalgte sitater :
Ann Coppens
«A great game typically has a compelling storyline with a plot where the player becomes the main protagonist and hero on a journey through a number of challenges. I believe this is where learning meets a combination of Hollywood and multi-player online game. You need a good plot and a series of lifelike challenges for the learner with increasing levels of difficulty.»
Andrew Huges
«Increased user retention is key to any effective application of Gamification. When users remember the learning material, apply it to their real lives, and come back to learn more, you know your project has been successful. This is the ultimate achievement for any educator or business professional looking to take full advantage of Gamified training.»
Ayna Andrews
«Besides the learner audience engagement and development of target behaviors through the power of gameplay, the most effective uses of gamification in learning should capitalize on its ability to transform the learning process. To be considered transformative, gamification efforts must produce a high-impact positive change for a given learning environment instead of making it “just a little more fun” for the learners.»
Austin L. Meredith
«By adding engaging elements to educational material, gamification significantly helps in capturing the attention of those that have a hard time focusing on learning in a normal setting.»
Bryan Austin
«I’ve been in corporate learning for 25 years and have never witnessed more impactful learning outcomes and performance improvement than those produced by game-based simulations.»
James Bowen
«Gamification can shift the motivation for learning from extrinsic to intrinsic. Games are a way to experience the world in ways not possible in reality and thus tap into a natural learning process and enjoyment. In education, gamification can create learning environments that condense the learning time of key ideas and allow students the possibility to explore concepts while enhancing the natural intrinsic motivation of learning. This interaction with a simulated environment leads to a higher level of engagement.»
John Carlos Lozano
«When thinking gamification, think holistically. Create a fun and engaging user experience, while guiding and motivating learners to acquire the knowledge and skills that will improve their performance, and you will accomplish your overall business objectives. It’s a win-win situation!»
Karl M. Kapp
«Effective gamification taps into emotions, challenge, socialization and mastery.»
Kirsty Chadwick
«Even if you’re not a gamer, you are likely to be intrigued by the tasks presented in a gamified training course, and this will encourage you to continue exploring.»
Marigo Raftopoulos
«The most effective use of gamification in learning is to create an overall context and narrative, and then select the most appropriate game elements to create an immersive experience to take a player on a journey.»
Marina Arshavskiy
«Gamification works much better than traditional training methods because people typically enjoy actively engaging and competing with others. Games provide safe environments for practice, while teaching essential knowledge and skills.»
Mario Herger
«Play is important for learning. According to a report on educational games presented by Don Menn at the 2006 Summit of the Federation of American Scientists, students recall just 10% of what they read and 20% of what they hear. If there are visuals accompanying an oral presentation, the number rises to 30%, and if they observe someone carrying out an action while explaining it, 50%. But students remember 90% «if they do the job themselves, even if only as a simulation».»
Michael Hugos
«RTS and MMO games are, in effect, interactive simulations where players learn by doing. They try things, and see what works and what does not. And they get to practice what does work, and get better and better. This speaks directly to that old saying, “Tell me, and I’ll forget. Show me, and I’ll remember. Involve me, and I’ll learn.”»
Michael Osborne
«Gamification can make e-learning beautifully intuitive. For example, building in ‘levels’ is not just a great way of showing progress, it also allows you to start with the basics and get more complex as their understanding of the content develops.»
Natalie Denmeade
«Educators know that play is the highest form of research.»
Dr. Panagiotis Zaharias
«Although gamification is not effective for everyone and besides the fact that a limited gamification approach was implemented (limited to points, badges and leaderboards), I saw that most of the students enjoyed it and it seems that benefits in terms of active participation and engagement are great.»
Roman Rackwitz
«Why blame a game for being so engaging and motivating that school seems to be so damn boring in comparison to it? Shouldn’t we learn from the best and try to fix what’s wrong with education?»
Ross Smith
«The existence of games at work are an aberration –unexpected, and thereby attractive in their uniqueness– and incredibly effective in motivating behaviors designed to encourage the spread of tacit knowledge.»
Santhosh Kumar
«Gamification can impact informal (on-the-job) and social learning (peer learning) in workplaces by bringing in excitement into the collaborative learning space. It can be one of the most effective driving factors in this age of self-directed learning, where learners themselves take responsibility for their learning activities.»
Sharon Boller
«People’s hearts and emotions need to be affected in order to open up to new ways of viewing or understanding something.»
Sherry Jones
«Essentially, I use the game to help students recognize how philosophy applies to understanding the world, and to raise the rigor of their writing. My students’ enthusiastic responses make the game a must play in my philosophy courses.»
T.Raven Meyers
«Traditionalists often scoff at the idea of using games to promote learning, because they mistakenly assume that the educational program is a substitute for learning through classroom and book study»
Vicki Kunkel
«Gamification is most effective as part of a long-term business strategy. It’s not a one-off event (such as a game); rather, it’s applying game mechanics (like motivation, rewards, recognition) to business challenges. Gamification is most effective to affect behavior change or to increase specific skills.»
Hvis du vil lese mer om erfaringene disse ekspertene har gjort, så kan du finne hele eboken på denne adressen : http://elearningindustry.com/how-gamification-reshapes-learning#cover