POINTS Keep score. Determine win states, Connect to rewards, Provide feedback, Display of progress, Data for game designer, Fungible
Badges: Representations of achievement, Flexibility, Style, Signalling of importance, Credentials, Collections, Social display,
Leaderboards: Ranking, Feedback on competition, Personalized leaderboards, Friend-relative variant where players can compare to people they know
Danger!
Capable of de-motivating players when they see other players are too far ahead for them to catch up to
Provides Feed back to a user
A Ranking system
A goal setting and achievement opportunity (tracking)
The point of badges is to signify status and to recognize achievement
1930 - Green stamps, with SNH Green stamp programme – created a virtual currency. I have NO idea how much I am earning in variable currency – tracking
1981 – Advnatave is launch (TWA) not about rewards but about STATUS (Drives Loyalty.
1. Life is unpredictable, and with immersive gamification, KNOLSKAPE’s simulations are built to reflect the complex realities of life. It starts with having a storyline that is rich with constraints and opportunities. The influence of relationships between the stakeholders and emotions are built into the simulation. This ensures that the participant relates the learning directly to his life and doubts about ‘What is in it for me’ are dispelled right away.
2. Another key characteristic of these simulations is that they are as close to gaming as possible. The participant is playing the game in the first person mode; the progression is based on the action taken, and this affects the outcome dynamically.
3. After all the learning has been done, a participant is expected to display his skill or knowledge by taking a decision. His expertise is judged by the repercussions of the decision. While conventional gamification has no scope to test the application of his skill, immersive gamification makes the participant take real life decisions in a safe learning environment. The results are immediately shown to drive the learning into the participant’s mind.
4. “Learning is experience. Everything else is just information” said Einstein, which is why immersive gamification can cause tangible behavioural change, which other approaches to learning might not be able to demonstrate. The resulting changes are effectively retained as they are a part of an experience – not a course!
In this age, when knowledge has become ‘Google’able, we have to redraw the frontiers of learning, to stay relevant. We at KNOLSKAPE are pioneering such an effort and believe that immersive gamification is the way forward. We talk about the future of learning, but we want to say that the ‘Future of Learning’ is NOW.