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Gamification to improve our world: Yu-kai Chou at TEDxLausanne

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Think about your favourite game as a child, or now.

Think about what makes it appealing to you. Why do you like to play this game? What do you feel while playing it? What is the main challenge? Is there any learning or competence you develop through the game?

Now try to analyze the different elements of the game. What are its game mechanics? Is it collaborative/competitive? Would you make any changes in its functioning?

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Play with the most colorful minds of the past and present and save the world

Learning through play

As you save the world from an apocalypse, you learn the stories of remarkable individuals.

Encourages creativity

Your imagination and ingenuity are key to overcoming challenges.

Fun flashes

Each game is a different fun adventure with unexpected participants and their super powers.

Our story

BARABAR is a strategic card game - an innovation in human rights education. The participants create fascinating and funny stories about saving the Earth with five clans (ecologists, artists, scientists, entrepreneurs and activists) and 75 heroes from history, including Albert Einstein, Emma Watson, and Sadhguru. While doing that they learn details about the achievements and projects of the members of the various clans and seek synergy among themselves to solve significant problems of our time.

BARABAR is a card game that combines cooperative and competitive moments while telling stories. The game contains 15 challenges, 5 clans with 15 heroes each and 14 X-Factor cards that add extra suspense to the fight against the end of the world.

BARABAR in Action

"BARABAR develops numerous skills using a variety of inspirational personalities in the classroom."

Ivan, teacher from Bulgaria

"BARABAR fosters young people's creativity which is really important nowadays."

Kamile, teacher from Lithuania

"There is the option to run three campaigns so if you don't like the story, you can create your own and inspire others to follow."

Milan, youth worker from Serbia

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Barabar card game Play with the most colorful minds of the past and present and save the world ORDER NOW How to play video Learning through play As you save the world from an apocalypse, you learn the stories of remarkable individuals. Encourages creativity Your imagination and ingenuity are key to overcoming challenges.

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Blacks and whites board game about privilege

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Blacks and whites board game about privilege

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In This ‘Socially Conscious Monopoly’ Game, Race and Privilege Are Currency

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The creators of Blacks & Whites want to make talking about inequality easier—and might teach your racist uncle a thing or two.

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Courage - Activism game from Amnesty International

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Courage - Activism game from Amnesty International

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«Courage» ist ein Gesellschaftsspiel im doppelten Sinn: Es wird in Gesellschaft gespielt – und es dreht sich um unsere Gesellschaft. Und damit um die Frage: Welche Veränderungen wollen wir in unserer Gesellschaft sehen? Und wie können wir sie herbeiführen? Wenn die Spieler*innen zeichnen, pantomimen, Reden halten oder schweigen, schneiden, rätseln und puzzeln, schwingen diese Fragen mit – und klingen vielleicht übers Spielende hinaus nach. Genau dafür haben wir dieses Spiel entwickelt.

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The Fair: A game to explore human rights

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On Human Rights Day we are pleased to share with youan interactive game to learn and explore universal human rights. The Fair is based on activities from Compass, the manual on human rights education with young people.

Try it, share it, and provide us your feedback.

Happy Human Rights Day!

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youth for democracy - european youth foundation - youth mobility through the youth card

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The Fair: A game to explore human rights

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The Fair: A game to explore human rights Diminuer la taille du texte Augmenter la taille du texte Imprimer la page Imprimer en PDF On Human Rights Day we are pleased to share with youan interactive game to learn and explore universal human rights.

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Rights Arcade - Human Rights phone game (Available on Play Store)

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Rights Arcade - Human Rights phone game (Available on Play Store)

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Missing - Game about Human Trafficking (Available on Play Store)

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Missing - Game about Human Trafficking (Available on Play Store)

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Online Game about racism and discrimination

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Online Game about racism and discrimination

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Institut International des Droits de l'Homme et de la Paix (2IDHP)

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Interactive game - Fight against racism and discrimination - Institut International des Droits de l’Homme et de la Paix (2IDHP)

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©Institut international des droits de l’Homme et de la paix In partnership with the International Institute for Human Rights and Peace and UNESCO, ba&sh is initiating a masterclass program to understand, identify and fight against racism and discrimination at work. A 100% interactive game designed by the International Institute for Human Rights and Peace to…

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Climate action Board Game - European Union

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Climate action Board Game - European Union

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Try your hand at the climate action board game available in all EU languages!

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It's time to browse around padlet!

In the following columns you will find plenty of resources that will be useful for the creation of our game.

Please explore the resources and add anything you know to any of the columns that you consider relevant for the others to know.

You can add a post by clicking on the "+" section :)

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Game-based learning and gamification at immediate glance may seem like similar and interchangeable terms. While both terms combine games and learning, the difference lies in how game elements are integrated into the learning experience. This distinction leads to a larger difference in learning outcomes when comparing game-based learning vs. gamification.

What is Game-based Learning?
A type of active learning experience within a game framework, which has specific learning objectives and measurable outcomes.
The learning experience gives a student clear and challenging goals within a virtual game framework, requires a high-degree of student interaction and offers informative feedback on student performance. Many times, the games are designed to allow the player to understand the subject matter within a real world context.

What is Gamification?
The process of adding game elements or mechanics to an experience to increase engagement or enjoyment.
These game elements are usually separated from the actual learning content. Gamified lessons or activities may include elements such as badges, leaderboards, timed activities, rewards or points.

Examples of gamification in the classroom include:

Separating students into groups to compete on assignments or activities.

Enabling students to earn points for behavior or completion of assignments and allowing them to spend the points on rewards.

Timed flash cards or worksheets.

Badges to show completion of work or mastery of skills.

Listening for certain keywords or situations to complete a bingo-type sheet.

Using dice to generate random numbers for a worksheet activity.

Game-based Learning vs. Gamification

In game-based learning, the game is the learning experience, whereas in gamification, the game components are added to the traditional instruction method.

In gamification, the end result (the points, rewards, being first place, completing as much as possible, not being last place) can easily become the focus, rather than the learning. Gamification can cause learners to rely on extrinsic motivation. This is the mental condition that drives a person to behave a certain way or engage in an activity to win a reward or avoid a punishment.

But what happens when the reward is no longer relevant or removed?

In addition, a number of studies have shown that offering excessive external rewards for an internally satisfying behavior can lead to a reduction in intrinsic motivation ( Deci et al., 1999). Intrinsic motivation is a type of internal desire that is based on the satisfactions of behaving "for its own sake."

If designed well, game-based learning has the capacity to harness students' intrinsic motivation and love for play and lead them toward complex problem solving.

Game-based Learning Research

Research around game-based learning shows this correlation between motivation, engagement, complex problem solving and other social and emotional skills.

One of the more popular investigations is that of learning through failure and the shift from a fixed mindset to a growth mindset. A student with a fixed mindset believes that intelligence is inherent and unchanging. A student with a growth mindset believes that they can change and improve their knowledge with effortful learning ( Carol Dweck, et al.)

The nature of learning through failure and mastery in games naturally lends itself to developing a growth mindset.
Explore more resources and research on the game-based learning infographic.
Links to game-based learning research:

Game-based Learning in the Classroom

How are educators using this research to improve student outcomes in their classrooms?

Ryan Reed shares some game-based learning examples and how to help other educators get started with game-based learning.

With game-based learning, students become more engaged with their learning. They go from struggling to finding a way to overcome that struggle and start looking for solutions and innovating strategies on their learning.
-Ryan Reed, Business & Technology Teacher at Stillman Valley High School

In this video, MIND's content director Ki Karou shares some game-based learning strategies that can develop students' capacity for productive struggle.
Video: Using Game-based Learning in the Classroom by MIND Research Institute
How are you using game-based learning in your classroom? Leave us a comment and don't forget to subscribe to the blog for the latest news and insights on STEM education, research and more!

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Game-based Learning vs Gamification: What's the Difference?

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What are the definitions and differences between game-based learning and gamification? An examination of the research and examples that show the benefits of game-based learning vs. gamification.

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Gamification is a word with a lot of baggage! Maybe you hear it, roll your eyes and think "buzzword"? Or perhaps it sounds a bit daunting to you? The truth is, there are loads of ways to incorporate games and gaming elements into your elearning. Read on to learn more and for a few inspiring examples of gamification in elearning.

What is gamification?

Gamification is the practice of applying gaming formats and tactics to boost participation and engagement in elearning activities. Gamification can help to make elearning more enjoyable, immersive and accessible, resulting in higher uptake and ongoing participation.

When we talk about gamification, we don't just mean quizzes or polls. It can be as simple or as complex as you like, from quick fire question rounds to gamified scenario-based simulations. Ultimately the key aim is to grab (and keep!) the attention of your learners and motivate them to get involved.

How to use gamification in elearning. Best practices

When it comes to gamified elearning, it's not usually about designing a full-blown video game. It's about taking elements that make games engaging, motivating or educational and incorporating those into the learning experiences you design. To use gamification in elearning, it's best practice to incorporate elements such as:
1. Stories
Create a compelling storyline to captivate your users and take them on a journey. Create a story that embeds users in the plot as they tackle each section of the content. This is a great way to create immersive content and keep learners engaged throughout. Incorporating characters or avatars to represent employees can add an extra layer of fun to this.
2. Visual design
Eye-catching visuals and aesthetically pleasing designs can make your elearning more appealing and draw your users in. Combine bright colours and graphics for a visually-stimulating learning experience.
3. Competitions
Who doesn't love a bit of healthy competition ? Allow users to compete against others in their team or anonymous players, or even against themselves to keep motivation levels high. Consider including leaderboards so learners can see how they're performing against their peers.
4. Challenges
Reward your learners with smaller, more frequent tasks and then ramp up the difficulty level as the session progresses. This will not only help them get into the swing of things, but leave them primed and ready for more difficult, rewarding challenges using what they have learnt along the way.
5. Rewards
Incentivising your users in the way of rewards such as badges, medals or unlocking new levels can help to boost their motivation and keep them engaged for longer periods of time.
6. Feedback
Providing instant feedback when a learner completes a task or quiz is a great way to keep them focused and engaged as it allows them to track their progress as they move through the different stages of the game.

4 Best Gamification Elearning Examples

Here are four examples of gamification in elearning that show different ways to incorporate some or all of these gaming elements.

1. A timed quiz pits the learner against millions

If you need data but are struggling to engage users, take inspiration from this Open University example. The quiz contributes valuable data to facial recognition research, but from a user perspective a few simple features present it as a game. It manages to be fun and engaging, but also academically useful.

Why it works:

It cleverly sets up the challenge from the outset: a "could you be..." question instantly implies the "goal" of the game

The element of competition is also flagged early on: 3 million people have had a go - join them, maybe even beat them!

Bold colors, simple language and eye-catching graphics draw the user in more quickly than a traditional invitation to participate in research would

Although each question is essentially the same, the user is kept engaged and motivated to continue to the end as no feedback is given in-play

The questions get progressively more challenging but the time available remains the same - an important game mechanic in terms of keeping people engaged

After the score and feedback, there is an invitation to share it with (and compete with) friends via a social media button, increasing the reach of the research

Click here to play the game
2. A gamified quiz with badges to motivate

When does a quiz become a game? Perhaps when visual rewards and badges are introduced alongside basic point-scoring, or maybe when a timer introduces an element of competition. This gamified elearning example does both of those things, as well as demonstrating several different question types.

Why it works:

Using a range of question types (all available in Elucidat), even audio questions, makes this feel more than just a quiz

It strikes a good balance between giving the user time to think and using timed questions to add a layer of competition

The learning journey involves two goals: to score lots of points, and to win badges (here presented as on-theme Christmas baubles)

Click here to go to this example
3. Scenario + game elements = sales simulation

This demo shows how simple gaming mechanics can be cleverly applied to a scenario-based approach. The result: a realistic learning environment that really resonates with salespeople.

Why it works:

The sense of competition and urgency created by the game mechanics is relevant to the subject, with real life scenarios reflecting a fast-paced, target-driven sales floor

The user isn't controlling a character; they are the character - so the stakes feel higher and the game can be more directly transferred to the workplace

It's a low-cost audio-driven simulation and a great demonstration of achieving gamification in corporate training without huge expense

Giftable | Click here to go to the demo

4. A story-led life-saving game

This multi-award winning solution stands the test of time as a great example of gamified elearning. What makes it stand out is the combination of gaming principles with immersive storytelling and strong characters.

Why it works:

This first-person game throws the user into a high-stakes situation where their decisions are literally life and death choices

Each decision is timed, which is a common game mechanic, but in the context of this subject matter it's also very authentic

It's multi-device and uses the native features of each device (practicing CPR is done via touch on an iPad versus using keys on a desktop)

Multiple gamification techniques are used - each decision point means points to win, and in turn, levels are unlocked as the user progresses through the scenario

Click here to play the game
The Benefits of Gamification for Businesses & Employees

There are numerous benefits of gamification in elearning, both for the business and participating users.
1.Encourages active learning
Gamification encourages learners to take an active role in their learning by providing them with ample opportunities to interact with the content. Rather than passively absorbing information, learners can test their knowledge as they go and gain instant feedback.
2. Promotes continuous learning
The competitive element of gamification can spur users on to beat their score or move to the next level, which promotes continuous learning. Users are also more likely to revisit a module if they feel they can score higher, meaning they're more likely to retain the information through repetition.
3. Improves productivity
Incorporating gamified elements into your elearning can help employees to stay engaged for longer, meaning they get through more content in less time. Instead of spending half an hour watching a training video, learners can take part in three 10-minute quizzes, for example.
4. Creates more enjoyable learning experiences
Not only does gamification help employees to stay engaged for longer periods of time, but it also provides a more enjoyable learning experience. This helps elearning become less of a chore and something users can enjoy getting stuck into, instead!
5. Allows companies to collect performance data (and track performance against learning objectives)
L&D teams can leverage gamified assessments to gain useful insights into employee performance and uncover topics or concepts that employees may need further training on. This can help to inform future elearning material and identify where existing modules may need improvement.

Limitations of Gamification in Elearning

While gamification has many benefits, it's not necessarily right for every purpose. In some instances, where you're dealing with more serious or challenging topics, such as compliance, for example, it may not be appropriate to gamify your content as it may detract from the key messages or takeaways.

It's important to treat each topic or module as unique and set your learning objectives before you decide whether gamification will be effective. Gamified content may also not be the right fit for your company depending on your company culture and/or sector, so you should also factor this in when designing your elearning content.

The most effective elearning programs are tailored to their users and individual learning needs, so if gamification isn't right for you, experiment with other formats. Check out our guide to elearning best practices for inspiration.

Best tips for elearning gamification

1. Start small but don't cut corners

Rather than going all-in on a high-profile gamification project, target a particular business area, audience or programme and experiment with different approaches. Make sure you have some control data, and gather more after implementation to assess value add. Build up to more complex or widespread implementations. Just remember, starting small doesn't mean just adding points to a task or tacking a leaderboard onto an end-of-course quiz. The game mechanics have to serve a purpose beyond 'making it fun.'

2. Prioritise the learning, not the game

Points and competition only deliver value if they're tied to behaviours and performance. Always get the learning objectives straight first and design game mechanics to be in service of those. It can be worth developing a hierarchy, whereby points are easily earned (maybe for completing a profile or sharing the course) and accumulate quickly, but badges are more meaningful, offered only in return for doing something that demonstrates new knowledge, competence or skills.

3. Be clear on criteria and progression

Transparency and clarity about how the game works will keep people engaged and motivated. What tasks earn points? What do points mean? Perhaps they translate into badges or unlock new content. What's the criteria for reaching the next level or reward? What do rewards mean in reality? (Maybe they translate into tangible or financial benefits, or serve as accreditation of a skill that opens opportunities.)

4. Ramp up the challenge gradually

Learners need frequent, easy achievements to begin with. Once they've got to grips with things and seen that effort reaps reward, they're primed and ready for a bigger challenge. The aim should always be for the next level to be within sight, challenging but attainable. Even better if each new challenge requires learners to draw on what they've most recently learnt.

5. Don't disregard individual competition

It isn't always feasible or appropriate to pit learners against learners on public leaderboards - but that doesn't mean you can't successfully gamify your content. Social polling lets an individual see how they compare to others, but anonymously. Or take FitBit: it has the community aspect, but plenty of people use it without that. There's something intrinsically rewarding, even slightly addictive, about setting a goal and measuring your progress towards it (then hopefully achieving it!).

6. Facilitate continuous learning

Look for ways to encourage learners to keep returning and improving their score (and therefore, their skills and competence!), such as resetting leaderboards regularly or introducing new challenges or rewards periodically. Give people a reason to keep coming back rather than considering their learning 'done' and you'll be supporting a culture of continuous, informal or on-the-job development.

Summary

These four examples show that including gamification in elearning doesn't have to be daunting. Gaming elements such as points, badges and levels can - with a little thought - add an extra dimension to your online courses that will help engage learners and make your content stick.

We can help you do it!

Feeling inspired? For more tips and examples, download our elearning best practice guide here.

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4 engaging examples of gamification in elearning | Elucidat

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Gamification is a word with a lot of baggage! Maybe you hear it, roll your eyes and think "buzzword"? Or perhaps it sounds a bit daunting to you? The truth is, there are loads of ways to incorporate games and gaming elements into your elearning.

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Gamification in education meaning, examples, benefits

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Gamification refers to the use of game design elements and game principles in non-game contexts. It involves applying game mechanics and…

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Compass: Manual for Human Rights Education with Young People

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Compass: Manual for Human Rights Education with Young People

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Manual for Human Rights Education with Young people

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It is not enough for children and young people simply to hold human rights. In order to embed a human rights culture and ensure that our young people understand how to access those rights - and to uphold, defend and promote them - they need an education fit for that purpose.
Compass was first published in 2002. Since then it has supported scores of professionals and civil society actors in bringing human rights education into the lives of countless young people in Europe and throughout the world. Translated into 31 languages, it has played an essential role in shaping rights-based approaches to youth policy and youth work. This creates a human rights awareness that empowers learners, stays with them through life, and can be passed on to future generations. It is not just about learning, but about enhancing democratic citizenship in the longer-term.

It is vitally important that young people get the chance to see life through this lens. In a fast-changing world, there is a great deal of apprehension and fear, stoked both by long-term trends and by current events. These challenges can seem overwhelming. Seeing them from a human rights perspective can provide reassurance and confidence that our societies can apply ethical principles to highly complex problems: that people can and should be supported and protected even in the most testing of times.

That knowledge is an important gift.

I trust that Compass will continue to guide human rights education practitioners in their important work.

Marija Pejčinović Burić

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Compass: Manual for Human Rights Education with Young People - Manual for Human Rights Education with Young people - www.coe.int

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It is not enough for children and young people simply to hold human rights. In order to embed a human rights culture and ensure that our young people understand how to access those rights - and to uphold, defend and promote them - they need an education fit for that purpose.

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Compasito: Manual for Human Rights Education with children

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Compasito: Manual for Human Rights Education with children

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Bookmarks: A manual for combating hate speech online through Human Rights Education

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Bookmarks: A manual for combating hate speech online through Human Rights Education

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All different - All equal Education pack. Intercultural learning with young people

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All different - All equal Education pack. Intercultural learning with young people

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Playversity Shop Here you will find free print-2-play educational games and game scenarios as well asorder physical copies of educational games to use in the youth work and education fields. Tabletop Games Live Action Games Escape Games Show me all Join the community hello@playversity.com

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My favorite game as a child was a board game: "Don't be angry man" with pips and a dice.

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My favorite game as a child was a board game: "Don't be angry man" with pips and a dice.

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The Serbian team was discussing about our favourite games from childhood and we mentioned the following

Monopoly - it was fun to play it with friends and you learned about international and local geography depending from it's version, also about economy and law. Game mechanic is easy but it could have happened that different people understood and got used to play some things differently disadvantage is that one game lasts too long and it then happens for people to lose interest in it

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Educational games about inter religious dialogue 

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Educational games about inter religious dialogue 

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https://global-citizenship-for-human-rights.org/tools/

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https://didacticmine.socialentrepreneurship-youth.eu/results/

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https://storytelling-youth.eu/#/en/outputs

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https://fn-forbundet.dk/for-skoler/global-goals-at-stake/