Ready for a challenge? How much do you know about gamification for learning? Find out by answering the questions below, which are based on Karl Kapp’s new book, The Gamification of Learning and Instruction.
INSTRUCTIONS: Answer each question below. Then read the “Karl Says” explanation to see if you’re right. Give yourself 10 POINTS for correct answers and zero for incorrect. Add up your score and check to see to see if you’re a Gamification Newbie, Apprentice or Wizard at the end. How did you do? Let us know in the Comments section below.
Members of a sales team are competing to get the highest score for a prize. Their desire to get the highest score is driven by:
a. Intrinsic motivation
b. Operant conditioning
c. Extrinsic motivation
“Extrinsically motivated behavior … is behavior undertaken in order to obtain some reward or avoid punishment. It is when a person seeks to earn something that is not directly related to the activity.”
What game element has been shown to influence a learner’s behavior in the real world when the game is over?
a. Customizable character (avatar)
b. Reward for completing a task
c. Difficult goal to achieve
“Creating avatars and having a learner perform a task as an avatar influences that person’s actual behavior outside of the virtual environment.”
The blend of competition, cooperation, and self-expression elements in one game:
a. Confuses players
b. Encourages engagement
c. Rarely works
“When considering what type of play to use for the creation of gamified content, keep in mind the blending of competition, cooperation, and self-expression. Allowing all three of these elements will encourage the most engagement and activity with the gamified content.”
Of four common types of game players, which type is interested in acting ON the world.
“Achievers are interested in acting on the world. Explorers are interested in interacting with the world of the game. Socializers are interested in interacting with players. Killers are interested in acting on other players.”
What educational concept supports multilevel instructional games that increase in difficulty and require greater skill at each new level?
b. Self-determination theory
c. Competence theory
“Scaffolding is process of controlling the task elements that initially are beyond the learner’s capacity, so that the learner can concentrate on and complete elements within his or her immediate capability. Once that task is accomplished, the learner is then led to accomplish another goal that builds upon the previous.”
The use of demonstration, observation and touch devices are effective game strategies for:
a. Improving problem-solving skills
b. Improving psychomotor skills
c. Changing values and attitudes
“To teach in the psychomotor domain, design a game where the learners have the opportunity to observe a player within the game conducting the psychomotor activity or are able to use a haptic device to mimic the steps and receive tactical
feedback on the activity within the psychomotor domain.”
When is the best time to present competitive achievements in a game?
a. When players first start the game
b. When players are familiar with the game
c. When players are at a master level
“If competitive achievements are used in a game, make them available only after players are comfortable with game play and no longer learning the ropes.”
True or false? The uncertainty of a reward releases more dopamine (a pleasure chemical) than a predictable reward.
“The uncertainty of an outcome influences the brain’s response to reward. Uncertain rewards release more dopamine than predictable rewards.”
True or false? The Facebook game FarmVille is an example of competitive play.
“Another good example of cooperative play is the social game FarmVille, which leverages aspects of the social network Facebook to encourage interaction and sharing among players.
True or false? When starting a game design, it’s most effective to focus on the core interactions before delving into the content.
“Prior to considering the treatment of the content within the game, consider the types of interactions that will drive the game play. Relate the interactions back to player and game types.”
1-c 2-a 3-b 4-c 5-a 6-b 7-b 8-a 9-b 10-a
If you’re intrigued by games and what they can do for your learners, then check out The Gamification of Learning and Instruction. I highly recommend it. You’ll never be able to make boring eLearning again.