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Transcript

Evaluation

Needs

Resources

Rules

Narrative

Aesthetics

Mechanics

Dynamics

Objectives

Diffusion

To conclude, many of the ideas you have taken to inspire yourself in your magnificent gamified structure you will have taken from other gamifications. If their authors had not shared/disseminated them, you would never have been able to know them. It wouldn't hurt if you did the same. Your work can be as inspiring to others as theirs (believe it or not). On the other hand, the live broadcast of your gamified structure can be an important motivating element for your participants. Plan how you are going to spread your project before, during and after it.

Don't settle for evaluating your students' curricular learning. Many of the elements of your gamification will make it easier for you. Check that thanks to your gamification, the objectives you set at the beginning have been fulfilled. If not, you should make a series of suggestions for improvement. Where has the failure been? Can we do better? Prepare (before the beginning of your gamified structure) some evaluation instrument of it, which will allow you to evaluate the progress during the process and at the end of it.

You've had a hard time figuring out your gamified structure. Now is the time to maintain it.

  • Where can players follow the evolution of the game?
  • Is there a game board?
  • How are you going to create avatars, cards, badges...?
  • Where do you see levels, rankings, rules, challenges...?
  • Is there a blog/web support where you can find everything?
  • Is there a physical support? Cards, posters, boxes...?
  • Do players create avatars or badges? With which tools?
  • Is there an app used to manage the points? Which one?
  • Is there a map to follow?
  • Are there websites/apps that are used throughout the gamification to create trials? Which ones?
  • ...
Add in this section all the technology (not necessarily digital) that you are going to use in your gamified structure.

You've got everything clearer. Now all the players need to know what the game is all about. Establish clear rules and leave no doubts. Check them several times before presenting them, because it's very "lame" to have to change them as you go along. The game would lose credibility.

  • Are there teams?
  • Do you get points? How?
  • Do you buy something with those points?
  • Are there extra points or rewards?
  • Where can I see the progress?
  • Are there levels in the game? How are they achieved?
  • Is there a final prize? What is it?
  • How do you win?
  • What is the playing field?
  • How much time do we have?
  • ...
When you've finished you'll write in a clear and eye-catching way and get all the players to know them and be able to reread them throughout the game.

This is the most creative phase of your gamified structure. You know what you want players to feel and what you want them to do; you also know the "world" in which the gamification will be set... It's time to make up a good story! Think of the books you liked the most, the films and series that hook you... Aren't they all very similar in the background? Set up a beginning, a knot in which there is a difficulty to resolve, and (of course) an expected outcome. Do you want to complicate it a little more?: Do you know Joseph Campbell's "Hero''s Journey? Let your imagination run wild! And if she's a little shy, look at what others have already done... It's all right. If you like the story, so do your students. If you "manage" to edit videos, you can turn your narrative into an epic presentation for your gamification.

What do players have to do to experience those emotions/feelings we want? Set the game mechanics (which must correspond to the proposed dynamics):

  • Points (prizes)
  • Levels (status)
  • Challenges (achievements)
  • Virtual goods (self-expression)
  • Team tests (collaboration)
  • Classifications (competition)
  • ...

When you've analyzed your group in the first step, you've certainly looked at their interests.

  • Video games
  • Movies
  • Characters
  • Magic
  • Comics
  • Books
  • Board-games
  • Music
  • ...
If you don't have an idea, look what others have done. There are a lot of successful gamifications published. Aesthetics based on students' interests exponentially increases your chances of success. Decide "what your gamification is going to be about": superheroes, archaeologists, saving the planet, magicians, detectives, minions, monsters, Star Wars...

Depending on your needs, consider what you want to achieve with your gamified structure:

  • Improve behavior?
  • Improve learning?
  • Increase motivation?
  • Team up?
  • Improve attention?
  • Review what has been learned?
  • ...
And clearly state your objectives. At this point, and depending on the objectives, think about the duration and timing of your gamified structure.

Analyze the context and consider your group's needs. Rank them according to their priority. Assess whether setting up a gamified structure will make it easier to overcome the difficulties raised. In this case, think about what type of gamification can best help you.

What feelings/emotions should students/players experience in order to achieve these objectives? Define the dynamics that should define the gamified structure that you are going to propose:

  • Awards
  • Status
  • Achievements
  • Self-expression
  • Collaboration
  • Competition
  • ...

Thanks!!

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