I must confess that before reading the article I was not really aware that ‘Gamification’ was such an intricate science and can play such an important role in significantly increasing our intelligence quotient…my exposure to video games started from Pac man to Tetris and then thanks to my kids, Crash the Bandigot! I can’t help but wonder, could I have been any brighter J
Raymer’s article Gamification: Using game mechanics to enhance eLearning is a very enlightening read. I completely agree with part where ‘wanting and liking’ are mentioned as the two essential components of ‘engagement’. Understanding the subject matter is not enough, understanding our audience is also a necessary ingredient for the development of good software. The importance of ‘cognitive fatigue’ should also be kept in mind while designing the activity be it in the form of software or conventional teaching tools.
My project is the use of Wimba Live for blended learning. I have implemented it in my class lessons and the student response was strong positive. My experience with Wimba, so far does not give the flexibility to imbed interactive software for gamification. I have, though, used an online ‘Lemonade Game’ in one of the earlier courses to engage students and prepare them for a more intense ‘Business Simulation Game’ later on in the semester. Both of these games gave them a feel of the real business environment and its dynamics. They had to face the consequences of stock outs and make decisions such as quantity, price and R&D in an environment where the simulation controlled the macro economic factors. It turned out to be quite a completive experience as the teams competed against each other and the results were quarterly.