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Week 10: An outline of a gamification plan

1 Oct

A gamification design includes the fields about: “a rich body of methods, a critical ethical awareness, as well as insight into the design and dynamics of collaborative, reputation, and incentive systems” (Deterding, 2012, p. 17). The following content is only an outline of a gamification plan for a school library base on Deterding’s indication.

Definition of gamification:

Gamification is a business strategy which applies game design techniques to non-game experiences to drive user behaviour”.

Context:

This plan is for a high school’s library catering about 2000 students, teachers and other staff. It is found that some students have never used the library after entering the school.

Purpose:

  • To inform the students the whole range of the items and services available in the library and the ways to use them
  • To increase the usage of the service
  • To help the students use the library efficiently and effectively in a fun and engaging way
  • To improve the quality of the service
  • To enhance study skill and the students’ talent
  • To build a community in which everybody interacts with each other
  • To foster a positive experience instead of a boring one when the user is using the service

Suggested methods (based on the library management system):

  • Enrich the library catalogue with social functions, such as rating, review, recommendation, and sharing in Facebook.
  • Create a Facebook page for the library.
  • Create a website with gamified activities with some suitable game mechanics and updated it continuously. So the students will have a chance to engage in the gamified activities to explore the resources and services available in the library. This might need a professional game designer according to the funding or other situation. This might need to use one of the game of books starter kit or similar software, if it fits the library catalogue.
  • In the first term for the new students, paper questionnaires will be hand out to let the students explore the library and answer questions. When they have completed they will get the answer sheet with some rewards in their library account. This might be done through online mobile services.
  • Customized stickers will be used for some collections. If students can find them, they will be asked to take photos and send to the service account system. They will eventually get some points for win a prize, or a badge, or a tuckshop coupon through their library accounts.
  • Manage a blog that could encourage the community to interact with each other and obtain awards at the same time.
  • Collect feedbacks and give the students credit immediately online or in the library.
  • Design progress bars. e.g. In the student’s profile, it may show the time for each item towards its due date. When a bar showing that it is nearly the time to return, make it seems an alarm to remind the user and when it is returned, show a congratulation signal.

Some Game mechanics:

How to make sure that it is successful:

  • Test the playfulness and other user experience aspects to see if it is well designed before implementation. The playfulness should be the first factor to consider.
  • Maintain and update the system by using sustainable standard and feedbacks
  • Check whether they are too simple or too hard for the users
  • Provide an alternative way for some people not enjoying the way which most people like, because everybody is different. Don’t expect to satisfy every use in one way.
  • To avoid information overload, it is suggested that do not use all the methods at once. Thus, choose the ones that suit the specific situation and prioritize them. Apply them step by step.

In conclusion, “successful gamification should bring out learning as a natural by-product of pleasant and fun experiences, not as a forced outcome”.

References

Deterding, S. (2012). Gamification: Designing for motivation. Interactions, 19(4). doi: 10.1145/2212877.2212883