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Actionable Gamification Beyond Points Badges And Leaderboards: How to Design Engaging and Motivating



According to game designer and author of Reality is Broken Jane McGonigal (2011), the core elements of games are rules, goals, feedback, and voluntary participation. Gamification does not depend on the use of games, but rather these core mechanics. However, many gamified classrooms, whose goals and feedback systems are grade-based, tend to only superimpose points, badges, and leaderboards to engage and motivate. However, when taken out of the game context, points, badges, and leaderboards may be ineffective and consequently decrease motivation. Students are doing the same coursework in the same manner with only a superficial change in how they are rewarded.




Actionable Gamification Beyond Points Badges And Leaderboards




Gamification: Leverage points, badges, leaderboards, meaningful stories/narratives, avatars, and teammates. (e.g. Pinduoduo - daily check in to reward points. Duolingo - experience points and streaks of lesson completion.)


Development & Accomplishment: the internal drive of making progress, developing skills, and eventually overcoming challenges. A badge or trophy without a challenge is not meaningful. (e.g. points, badkges, leaderboards, etc)


Unpredictability & Curiosity: The unknown is fascinating and this is the primary factor behind gambling addiction. Many have misunderstood this as the driver behind points, badges, and leaderboard mechanics.


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