Gamification typically involves applying game design thinking into non-game applications to make them more fun and engaging . Gamification can be applied to any industry. But what if the process of gamification be applied to a gaming educational institution converting all gamers into students of gaming and being the scientists of their gaming traits

What makes Gaming Schools Better ?

” People Start Playing Games and through no fault on their own get addicted if a person doesnt have a sense of achievement in their life it is easy to lose themselves in the virtual world where they can get false sense of accomplishment. ”

But what if these false sense of accomplishment is brought into reality by making the space and the break down gaming into a form of an educational discourse. The process of gamifying your everyday networking has already started without the self proclaimed knowledge of a person.  We are Already started to play the games for example

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The above image is the starting of Gamification of your daily profile with rewards
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This is Foursquares Gamified form of Accomplishment badges that has been evolved over the years
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Gamified version of College Syllabus with various levels of Accomplishments

“63 percent of respondents agreed that making everyday activities more like a game would make them more fun and rewarding. More than half said that if a layer of competition were added to their everyday routine, they’d keep a closer watch on their behavior and activities”

Gamifying : Benefits+Problems Benefits

● Make it more engaging.

● Motivate players to complete quests.

● Help players focus and be more attentive to what they are learning.

● Spontaneity and Multitasking

● Allowing players to engage in friendly competitions with peers.

● Finding and Adopting team players who could be coherent in thinking and adopt the same style and stratergy

●Finding peers with “different roles” who could fit a team of 5 people. So team building also occurs. The roles are [Official Roles]

  1. Carry
  2. Disabler
  3. Initiator
  4. Jungler
  5. Support
  6. Nuke
  7. Durable
  8. Pusher
  9. Escape

●The thinking of these five people must be exactly in the same way like how they are mentally bonded  ( PACIFIC RIM : Giant Robot human Pilots ) so creating a chemistry link between the players based on their game-play and genre of thinking .

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Every Gaming team must be based on the neural handshake created by the drift and when the bond is made then the team can be acknowledged by chemistry

Problems

● Gamification can become become predictable and boring.

● Poorly designed gamified activities can seem meaningless (if learning objectives are not well defined).

● Gamification can seem manipulative (ethical questions arise).

JWT Intelligence ( Jan 14, 2011 )

So education Becomes the Activity here. And accomplishments becomes the reward. This together combined is the art of learning gaming, herein to blend the genre of education of Gaming ( DOTA ) to foresee and train for inventing new meta in the game.

 

 

 

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