Game-Changer IO2 In-service Training Programme

Diagram 4.1 shows the three main fundamental concepts behind the gamification of learning, they are: Value , Autonomy and Competence .  Value – effective gamified elements add value to the learner. Learners are more engaged when they feel they are improving their abilities as a result of playing, especially when this ability can be applied to real-life situations.  Autonomy – effective gamified elements should enable the learner to succeed or fail as a result of their own choices and decisions. Learners are more motivated when they feel involved and in charge of their own learning.  Competence – effective gamified elements empower the learner to develop or improve their existing competences. As learners complete a task and progress to the next level, they get a sense of their own development and growth. The Key Principles of Gamification Diagram 4.2: Gamification Principles Diagram 4.2 shows the four main principles of gamification, they are: Freedom to fail , Rapid feedback , Progression and Storytelling .  Freedom to Fail – there should be a low level risk associated with the gamified elements and learners should get multiple attempts to succeed. Learning from failure is an important life lesson and learners should be encouraged to experiment, take risks and not be discouraged by the fear of failure.  Rapid Feedback – learners should receive immediate feedback or rewards as a result of their actions. Gamified elements should provide frequent targeted feedback as the learner progresses, either after the completion of an individual task or at the end of each level.

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