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https://www.nobelyayin.com/metaverse-gelecegin-dunyalarini-insa-edecek-teknolojiler-firsatlar-ve-tehditler-18975.html

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Expand the Course Format

We will be expanding the existing course format to a live, and more engaging format that's hosted in the Metaverse. This will allow you to do live coding events, in which yoou can easily share your code/screen with an instructor or your peers, and interact with other students using chat, audio, or video.

And you know the best part? Everything is completely free!

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#1 Solidity Tutorial & Ethereum Blockchain Programming Course | CryptoZombies

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CryptoZombies is The Most Popular, Interactive Solidity Tutorial That Will Help You Learn Blockchain Programming by Building Your Own Fun Game with Zombies - Master Blockchain Development with Web3, Infura, Metamask & Ethereum Smart Contracts and Become a Blockchain Developer in Record Time!.

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Tetris: Directed by Jon S. Baird. With Taron Egerton, Mara Huf, Miles Barrow, Rick Yune. The story of how one of the world’s most popular video games found its way to players around the globe. Businessman Henk Rogers and Tetris inventor Alexey Pajitnov join forces in the USSR, risking it all to brin…

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https://www.imdb.com/title/tt1677720/?ref_=fn_al_tt_1

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I entered the movie expecting to laugh out loud, and I did. Ryan Reynolds and Taika Waititi are comedic geniuses. What I didn't expect is the great chemistry between Ryan and Jodie Comer. Their relationship carried the movie.

Also, the trailer and the first act made us believe that it's the generic "we live in a simulation" movie like many others. But, as we progress, the movie becomes its own thing. And it's fantastic.

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I entered the movie expecting to laugh out loud, and I did. Ryan Reynolds and Taika Waititi are comedic geniuses. What I didn't expect is the great chemistry between Ryan and Jodie Comer. Their relationship carried the movie. Also, the trailer and the first act made us believe that it's the generic "we live in a simulation" movie like many others.

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The Tiny Habits Recipe Maker app by BJ Fogg

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At the recent Design Jam Oxford I was introduced to the Gamestorming book and have been pretty much obsessed with it ever since. Given the slightest opportunity I have been putting its ideas to use and one fantastic success was at a recent event in Nottingham in the UK.

We are a group of artists called Livescribes and we have only just launched ourselves into the world of Visual Thinking, Graphic Recording and Graphic Facilitation. When you begin a new venture - I quit my regular 9-5 web job to do this - you never quite know what might happen. The first event we were due to attend as Livescribes was called 'Show Off' at Antenna in Nottingham.

Antenna is a studio and office space for creatives based in and around Nottingham. We decided one thing we wanted to do to show the people there we do things differently was to instigate the 'Low Tech Social Network' straight out of the Gamestorming playbook (page 105). We would ask people to take a Post-It, draw themselves, write two things about themselves on it and 'upload' themselves to our piece of paper.

The event had businesses associated with Antenna as well as visitors all with stands showing their wares in a large, and very nice, bar area which forms the main networking spot within the building (it does coffee and beer). We unfurled a giant piece of paper and masking taped it to a large wall on a slightly raised area in the bar area. And after politely negotiating with some hairdressers to move their stand so we could be seen awaited the first arrivals.

As it was the hairdressers next to us became our first additions to the social network. We even drew a cartoon of them cutting hair. They went from a bit put out at moving to our new friends. Already the power of the social network was having an effect. We got everyone we could to 'upload' themselves and draw connections to other people. You can have a look at the final result on our site here (I have used the cloud zoom JQUERY plugin to create that effect incase you're interested).

We managed to collar nearly everyone who walked into the room over the course of the day. Not only is this an excellent ice breaker its a fantastic way to get talking to potential clients at an event like this. Once the penny dropped that we were not trying to get their credit card details for some 'New Facebook' people smiled, grabbed a sharpie and connected. And once the network had grown into a significantly large collective artwork it became one of the main draws of the event.

My favourite moment was when I accosted a thin slightly stressed individual who was inspecting the work. After giving him the spiel and placing a Post-It and pen in his hand he got to it. Although one odd thing that struck me was, as I was speaking, he looked over my shoulder and made that sort of 'no it's ok' hand gesture to someone. As the gentleman uploaded I noticed he wrote 'politician' on his Post-It, I looked around to see a coterie of sharp suited business delegates and political types holding clip boards and a few photographers all looking at us. It turned out I had button holed the head of Nottingham City Council. When he asked me how he should cut £20m from the city budget I immediately thought of the 'Anti Problem' Gamestorming session and was about to suggest we figured out how to spend £20m and then not do that - but he was whisked away by his army of followers before I could get him to a flip chart.

My tips are for this are: it's a highly effective ice breaker, a great way to get talking to people and it can run all day. Get a massive bit of paper to do it if you can, people like the tactile nature of it. And over the course of the day we only met one person who didn't want to do it, so we drew one for him. I wonder if you can guess who...

Object of Play
Planning to accept and respond to questions is one of the most difficult parts of running a meeting, a workshop, or a presentation. Will there be enough time for Q&A? Is the audience willing to ask questions? How many questions will they ask? Do I take questions at the end or throughout? How do I know if questions were answered in a useful way?

To address this challenge, the Question Balloons game allows attendees to 'float' their questions throughout a meeting or presentation; providing a visual status that helps manage group energy.

Number of Players
4 to 40

Duration of Play
Any length
How to Play

1. Start by providing a marker and one or two helium-filled balloons to each attendee. The balloons must have strings that will allow the attendees to float the balloons and then retrieve them (from the ceiling, if necessary) when needed.

2. Ask each attendee to write their questions about the scheduled topic on a balloon and then float the balloon. Only write one question per balloon. It's okay to save balloons for later. Question Balloons can be floated at any time during the presentation or meeting.

3. During any free time (pre-meeting, breaks, or lunch), the speaker or leader should walk around and read the Question Balloons, getting a feel for the questions that will arise.

4. Inform all attendees that they should pop their Question Balloons - loudly - whenever one of their questions is answered sufficiently. This answer might come from meeting materials, slides, a speaker, or a casual conversation. It doesn't matter. At the end of the session, any remaining Question Balloons will be addressed.

5. When a question is answered, the corresponding balloon will pop. Some people will jump. That's okay. The leader/facilitator should acknowledge that we have answered a question and lead applause. Some participants will float new Question Balloons throughout the session. That's good.

6. When the content or topic is completed, there will usually be two types of Question Balloons remaining. The first type is informational (When is the product being released? Who wants to share a ride home? How much is that service?). Answer these first. If there is no answer available, assign the question to the responsible party. The second type of question you'll see is opinion (What is the best approach? How should I handle my customer?). These should be posed to the room. Instruct the person who floated the question to pop their balloon when they received information, from anyone, that will help them move forward.

Strategy
Question Balloons are very effective for meetings loaded with content, like reviews and status meetings. For organizations that might be too conservative for balloon popping, sticky notes on a wall will also work. We recommend using balloons for special events, not for a weekly status meeting.

Key Points
The Question Balloons game gives power to meeting attendees, control to the facilitator, and feedback to both. It leverages visual and kinesthetic information through balloon floating and popping. It uses the mechanism of elimination to score how many questions get answered. Attendees can see that their questions will be answered. Play Question Balloons when you want to better manage group energy.

As many of you know, TEDx events have sprung up all over the world. Planning the bigger events takes a lot of time and effort from volunteers who are serious about "ideas worth spreading." I'm one of those volunteers, having been on the production team for TEDx Austin since its inception. The team was very supportive of our book, Gamestorming, when it was released and we used the next group meeting as an opportunity to demonstrate the value of the visual-thinking activities within. What you see above is an artifact from a recent meeting with some of the best design, marketing and UX firms in Austin. It was a creative brainstorm designed to put the "hive mind" together to see how we can make the 2011 event better and bolder than last year's (which was very well done, in large part to Nancy Giordano 's solid mind and infectious enthusiasm). I'd love to be able to show the other visual artifacts from the meeting, alas, that content is intended to be a surprise for the audience.

Some tips for running the Lo Tech Social Network game (on p. 105 of the book): This game is an opener and it really contributes to warming up groups that otherwise may be slow to wake up or timid about contributing, particularly if they're in a group of their professional peers. (Note: If the people are strangers who have never heard of each other, this game won't work. At least 1/2 of the participants need to have some knowledge of the others.) Position your white space by a food-and-drink area so the participants can loiter and make connections while they (sometimes awkwardly) stand around before the meeting begins. You can have written instructions on a flip chart next to the space they're playing in, but it's also good to have a visual example already in the white space (at least two sticky notes connected by a line that says how the people are connected) and you'll find that people deduce what to do. And of course you can have a facilitator placed near the area to give people the rules of the game and supply them with markers and sticky notes. Lo Tech Social Network gets fun fast and it alleviates the desire to run the old "My-name-is _______ and-one-thing-people-don't-know-about-me-is _______" snoozer. This is a faster way to accomplish the same goal and to actually show how small the world can be. And if you want to make the game less formal, start off the visual example by writing a comment like, "we have the same taste in women" or "we went to the same nudist colony." If you've got a tight-knit group already, let them be goofy. It makes it a funnier experience.

Here's a simple but effective way to break the ice and introduce people at your next meeting or event. It's a good way to get people into a brainstorming/creative mood and sets the tone for a creative meeting.

1. Give everyone an index card and a colored marker (it's better if everyone has a different color).

2. Have each person fold the card in half to make a table tent.

3. On the front, have them write their name and draw their "supermask" (as in, if they were a superhero, what would be their mask?).

4. On the back, have each person write their "supername" and "superpower."

5. Go around the room and have each person describe their card to the group.

Variations:

1. If everyone more or less knows each other: After writing their name, have each person pass their card to the person on their left or right. The person receiving the card fills it out and passes it back. Then go around the room as before.

2. Instead of "supername" and "super power" you can try other things, like "wrestler mask, name and secret move."

3. Corporate version Have each person draw a self-portrait on the front of the card, and on the back write something others are unlikely to know about them.

We did this at a recent edition of visual thinking school and it really livened up the meeting. Here are the results.

Give it a try, and post your cards to the vizthink! pool.

Object of Play:
The goal for each team is to come up with an answer to a provocative question and write/draw it up on the back of a napkin.

Number of Players: Teams of 3. (See strategy section for discussion of different team sizes.) No limit to the number of teams other than what the organizer wants.

Duration of Play: TBD by organizer. Minimum amount of time recommended: 10 minutes per team per question.

Examples: Here are examples of questions and napkins from the recent TEDxTC event in St. Paul, MN. [ 1] [ 2] [ 3]
How to Play

Game is played in teams.

There is at least 1 problem statement/open-ended question per game session.

Each team writes and/or draws their answer on a napkin.

Each answer appears on one side of the (folded) napkin.

Players write their names on the other side of the napkin.

Optional: Players may enter as many solutions as they want, however, each submission has to be from a different team.

Optional: Each team must be comprised of at least 2 people who have just met or are just meeting.

Optional: A group of judges will look at the entries. Play for bragging rights or for a prize. To keep it clear that there are all sorts of possibilities, offer different categories, such as:

Most Practical

Most Out-of-the-Box

Most Whimsical

Most Visual

Strategy
As a facilitator/organizer, why might you play this game? Here are some reasons:

To introduce people to each other and/or to facilitate networking amongst them.

To provide a fun, competitive way to brainstorm.

To turn the reception for an event into an experience that people value as part of the overall experience.

The back of a napkin is already associated with Aha moments and inspiration. Its informality helps combat people's instincts towards worrying about whether they can draw, have the "perfect" solution to the question, and other worries that can crop up if we were to use something more formal. It's a good idea to reinforce this in the introduction to the game by encouraging teams to be as practical, whimsical and/or out of the box as they want, and, if winners will be named, by having categories that include playful ones.

Question strategy: define a question that's open-ended and requires more than a couple of words to answer. Keep it relatively short and clear. Don't worry that the question is too "big" in terms of its scope. This game is meant to inspire conversation and ideation.

Another important thing about the question is to make sure it relates to something that all the potential players have in common. Some examples of common things are:

a speech that everyone's heard,

a book or article that everyone's read,

a company or organization they've all done business with or been a part of in some other way,

an experience they've had in common, such as being a parent or living in the same community.

Team size: you can choose to set the team size to be exactly n players, no fewer than n players, no more than n players, or n to y players. I recommend that the numbers be somewhere between 2 and 6. If you're running the game at an event where people decide to play or not, going with the " n to y players" would work best. This is because people are playing and networking at the same time, and if 4 people want to play in one place and 2 in another, for example, there's no reason they shouldn't be able to. In an environment where it's important to you that everyone plays, setting team sizes more precisely might work better.

With regard to team formation, you can go with an unconference approach and have multiple questions and have people gravitate to the question they want to answer and find others to team with, or go with something more defined.
Logistics:

A napkin that's around 5″ x 5″ in its folded form works well. It's better to get ones with a smooth surface so it's easier to write on. Gel pens work well, fyi, if you're providing pens.

If you are playing the game with multiple questions or in a large space, consider having a host/facilitator at each question's station to explain the game and answer questions.

I recommend having a flip chart or other large-format paper hanging on the wall and having players tape their napkins to that.

Tell players the timeframe in which the game will be played.

[This game is credited to Sheila Kim.]

Object of Play
Some of the best ideas are compilations from multiple contributors. Brainwriting is a simple way to generate ideas, share them, and subsequently build on them within a group. Access to multiple hands, eyes, and minds can yield the most interesting results.

Number of Players: 5-15

Duration of Play: 30-45 minutes

How to Play
1. In a space visible to the players, write the topic around which you need to generate ideas and draw a picture of it. An example of a topic might be "Employee Recognition Program."

2. Distribute index cards to each player and ask them to silently generate ideas related to the topic and write them on the cards.

3. As they complete each idea, ask the players to pass that idea to the person on their right.

4. Tell the players to read the card they received and think of it as an "idea stimulation" card. Ask them to add an idea inspired by what they just read or to enhance the idea and then pass again to their right.

5. Continue this process of "brainwriting" and passing cards to the right until there are various ideas on each card.
Optional activity: Ask the players to write an idea on a piece of paper and then fold it into an airplane and fly it to another participant. Continue writing and flying the planes until each piece of paper has several ideas. Conclude with steps 6 and 7.
6. Once finished, collect the cards and ask for help taping them to the wall around the topic and its picture.

7. Have the group come to the wall to review the ideas and draw stars next to the ones they find most compelling. Discuss.
Optional activity: Create an idea gallery in the room using flip-chart pads and stands. Ask players to write as many ideas on the sheet as they can and then wander around the room and add ideas to the other sheets. Continue this process until each sheet has a good number of ideas.
Strategy
In a typical group setting, extroverts tend to dominate the verbal contributions. And while their contributions are certainly important, it can be difficult to hear from quieter players who also have something valuable to offer. Let the players know that this play is intentionally silent. It affords the quiet people the opportunity to generate ideas without having to verbalize to the whole group, and it gives you certainty that you'll hear from every player in the room.

Brainwriting also allows ideas to emerge before being critiqued and creates a space for them to be co-created, with multiple owners, and therefore a greater chance of follow-through.
The Brainwriting game is based on the same-named activity in Michael Michalko's Thinkertoys. Horst Geschke and associates at the Batelle Institute in Frankfurt, Germany, developed a variety of these creative-thinking techniques referred to as "brainwriting."

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At the recent Design Jam Oxford I was introduced to the Gamestorming book and have been pretty much obsessed with it ever since. Given the slightest opportunity I have been putting its ideas to use and one fantastic success was at a recent event in Nottingham in the UK.

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Find out your player type..

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This is a short test similar to the Bartle Play Type Test, to see what type of user you may be in a gamified system. Answer as truthfully as possible, no one is going to judge you.

Now you can check out the survey validation paper as well.
Visit the the results so far.
Total responses so far: 61647

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Gamified UK Gamification User Type HEXAD Test

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This is a short test similar to the Bartle Play Type Test, to see what type of user you may be in a gamified system. Answer as truthfully as possible, no one is going to judge you. Now you can check out the survey validation paper as well.

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https://yukaichou.com/octalysis-tool/

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The Tiny Habits Recipe Maker app by BJ Fogg

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Think of a specific behavior change you would like to make in yourself or others. Don't think too hard about the right answer. Simply pick the one that fits your desired behavior change best. If in doubt, select the "Start Behavior" option. For example, you may want to replace an old behavior with a new one.

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Try for free our practice-based course on personas to learn how to create effective personas backed by research and advanced segmentation. Get an electronic certificate of completion to share with your LinkedIn network and add to your CV.

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Try for free our practice-based course on personas to learn how to create effective personas backed by research and advanced segmentation. Get an electronic certificate of completion to share with your LinkedIn network and add to your CV.

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The illuminating benefits of video games | TED Talks

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Are video games eroding our minds? These TED Talks suggest the opposite -- that video games can improve our brain function, and even help better the world.

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Sergiy has significant expertise as an eLearning and Marketing expert since 2012. He brings his experience into play to help RG customers to keep pace with the changing dynamics in the Learning indust

Gamification is a powerful tool for engaging learners by incorporating game elements into eLearning content in a way that motivates students to learn. That's why the gamification market continues to grow, with more and more organizations investing in gamified learning experiences. However, not all companies can achieve a decent return on investment from their eLearning gamification efforts. This is often due to two reasons:

they don't treat eLearning gamification as a serious endeavour;

they don't implement it effectively.

In this blog post, we aim to address these issues by clearly defining eLearning gamification and a comprehensive guide to effective design. Specifically, we will focus on two key principles of successful eLearning gamification: treating it as a serious business initiative and designing it to engage learners and align with learning objectives.

What is Gamification?

What exactly is gamification in eLearning? Despite its popularity, there is still some confusion about what gamification really means. There is no single academic definition that fully describes the concept of " eLearning gamification." To help clarify this, we've compiled 5 best definitions from top influencers in the field.

A clear understanding of gamification can make it easier to develop an effective gamification strategy and tactics. It allows you to test your approach's relevance and potential effectiveness by asking yourself, "Will it do what it's supposed to do?" However, building a successful gamified eLearning system is not a simple process. To build an effective gamification strategy, you need to understand the fundamental concepts and principles of gamification and use them as landmarks in the planning and implementation processes.

Gamification Fundamental Concepts

3 basic principles of gamification, drawn from motivation and game theory, were formulated by Michelle Schwartz, an Instructional Design and Research Strategist at Ryerson University. These principles are critical to understanding how gamification can be used in eLearning:

Autonomy: Learners are more likely to stick to a task when they feel like they are in charge of it. In game-based learning, learners are more engaged when given choices and decisions that impact their next steps. To some extent, such a principle is also implemented in adaptive learning.

Value: Good games provide value that is available outside of the game environment. This can mean developing strategic thinking, increasing reaction speed, or simply becoming smarter. In eLearning, the "Value" principle means that learners are more engaged when they feel that what they are learning can be applied in real life. That is why different types of simulations including VR are used.

Competence: When students complete a task and move on to the next level, they get a sense of their development as learners. According to JISC, "If you know that something demands hard work as opposed to some talent, you are more likely to keep trying it." The better learners become at a task, the more likely they are to continue doing it.

Gamification Designing Principles

Dichiva Darina from the Computer Science Department at Winston Salem State University made a study of different game designing principles that have been used in education to identify common principles implemented in all of those cases. As a result, she formulated four main eLearning gamification principles.

1. Freedom to fail. There should be a low level of risk associated with certain submissions, and learners should get multiple attempts to succeed. Similar to how video games give players a certain number of tries or 'lives' to complete the game or allow players to restart from a previous point, learning games can eliminate a conventional focus on a final grade and fear of failure, and encourage students to experiment, take risks, and try again.

2. Rapid feedback. Learners should receive immediate feedback and rewards. Games typically provide frequent targeted feedback as a game is played, either after the completion of an individual task or at the end of each level.

3. Progression. Learners should be able to visually assess their progress on their journey to mastery. When games are divided into levels, players have an opportunity to practice what they have learned at recent stages, often building up requirements to apply all those skills at once to complete a final level.

4. Storytelling. The most successful games usually involve a story. Structuring content inside a narrative and asking players to participate in the creation of the story is a way to success.

Following the principles described above, you can build a successful gamified online course. But what is the process? Who needs to do what to ignite that eLearning gamification magic? Here is the ultimate guide for online learning gamification implementation.

eLearning Gamification: Design Process (ADDIE+RACCI Model)

Gamification is a process of enhancing online learning, therefore it is an inseparable part of online course development. We developed guides on how much does it cost to create an online course and how to create an online course platform with a detailed description of processes, roles, and deliverables. So, we are going to map the eLearning gamification development process on the online course development one. Thus, it should follow the same old ADDIE model: Analysis, Design, Development, Implementation, Evaluation.

And, for roles mapping, we'll use the same RACI matrix, so it can be clearly stated who should do what on each stage.

Is gamification always useful? In many cases it is, however, in order to deliver ROI, it should affect some particular aspects of learning and certain KPIs. The first stage (Analysis) is the stage where these questions are answered.

Stage One | Analysis (Deliverables: Defined Gamification Strategy and Tactics)

Context Analysis

Different games are created for different users. The same thing can be said about eLearning gamification - its implementation and mechanics should be different for various learner types (learner types are described in our online course creation guide). A learner type defines context and the context is what helps you to decide what to gamify and how to gamify it. The table below can be used as a guide for context analysis:

Context analysis results produce signs of eLearning gamification appropriateness and you've defined what KPIs should be affected by gamification, the next step is to define what mechanics to employ to achieve maximum effectiveness from gamified experience.
To do that, you should analyze your learners as gamers or, in other words, define 'eLearning gamer personas'.

eLearning Gamer Personas Analysis

eLearning gamification will not be effective if you don't perceive your learners as gamers.

You should consider:

1. What are Reinforcement Strategies in eLearning?

2. How to engage students in learning?

3. What motivates millennials while they learn?

To combine a learner persona and a gamer persona, we recommend to use a mix of player types thelory and map it on learner types.

Player Types

Richard Bartle studied players of MMOGs (massively multiplayer online games) and based on that identified four types of players that he placed on two axes:

1. People <-> Environment (player can focus on game environment, or, as an opposite, on other players),

2. Acting <-> Interacting (player can focus on acting e.g. hitting the target or interacting like in social games)

Each individual can belong to different types of players e.g. "killer" and "achiever". Based on his research, Richard Bartle says that average person is:

Below you can see more detailed descriptions of each player type.

Explorers like going out into the world in order to bring things back to their community and exclaim "I discovered this thing!" In this case, the experience is objective. One example of a game suited to the explorer player type was PokemonGo. A player had to play a lot of games to find every hidden pokemon in their surrounding.

Achievers are an integral part of any competitive game. They drive a lot of projects, services, and brands. The problem with game design for this player type is that it's difficult to develop a system where everyone can win and achieve. And for achievers, losing the game will likely cause them to lose interest in playing it.

Socializers are people who play games for the benefit of social interaction. Games focused on socializers comprise some of the most popular games throughout history - dominoes, bridge, mahjong, poker - the thread tying them together is that each game is highly social-oriented. To clarify, it isn't that socializers don't care about the game or winning - they do. For them, a game is just a background for meaningful long-term social interactions.

Killers make up only a fraction of all of the player types. However, it's important to understand them. They are similar to achievers in their desire to win; although, unlike achievers, winning isn't enough. Not only must they win, but they also need to see somebody lose. Moreover, killers really want as many people as possible to see the killing, and their victims have to express admiration/respect.

How to apply the knowledge of player types to gamify eLearning in the most effective way? To do that, you need to map gamer types on learner types.

Player Types vs Learner Types

Let's see which types of learners match with which types of players:

After completing your learner analysis, which is described in detail in our online course creation guide, you can determine what types of players your learners are and which gamification approaches would be best suited for them. By doing so, you can identify the KPIs that are most likely to be improved with gamification and formulate your general eLearning gamification strategy and tactics.

Once you have developed your overall approach, you can start to focus on how and where gamification should be incorporated into your online course content.

Stage Two | Design (Deliverables: Gamification plan)

Gamification is going to be an essential part of learning content, so it needs to be planned during the Design stage of your online course development. In other words, eLearning gamification design has to be fully aligned and integrated with online course design, including:

Gamification tactics and tools needed to positively affect KPIs that reflect Learning objectives

Tactics and tools aligned with your course sequence

Tactics and tools complying with instructional strategy

To know more about learning objectives, course sequence and instructional strategy for your online course, please refer to our "Online Course Creation Guide" part "ADDIE stage 2: Design"

Where to start? Start with your online course sequence:

Before implementing gamification in an online course, you should have:

Analyzed your learners and determined what type of players they are.

Identified course learning objectives and determined how to deliver content.

Decided on appropriate gamification approaches and their potential impact on KPIs.

However, at this stage, you still need to determine how to implement these approaches. This includes choosing which gamification tools to use, such as badges, leaderboards, or contests, and deciding where they should be implemented. These tools are the building blocks of a gamification plan.

Gamification Elements

Any leaderboard, badge (and similar things given to learners), every "gaming character", "status", "rating" is a gamification element.

And any gamification element can be defined from two perspectives:

Below is a comprehensive list of modern gamification mechanics and dynamics that can be used to choose the most suitable gamification elements for a particular case.

According to suggestions from game developers, game dynamics is a combination of players' (learners') behavior and their emotions which are created by game mechanics, and by interaction with other players (learners). Game dynamics gives players a reason to keep on playing or learning.

Combinations of mechanics and dynamics are actually ways to introduce gamification in learning projects. You may introduce:

Group competition to unlock some particular team task completion which will give a team an additional amount of course currency to buy some real-life trophies (This would work for Achievers and Killers to increase retention and course completion rates).

Individual profiles with avatars that change when a learner gains a high score (for successful completion of certain types of problems) and gets new status (This would work for Socializers to increase retention).

Leaderboard based on a maximum score after the course completion; top-5 get real-life trophies and such achievement is reflected in their individual profiles (Achievers, Socializers, Explorers).

Challenge to finish a module in half of the default time with the highest score that will be doubled (Killers, Achievers).

The list can be infinite. "Mechanics-Dynamics" matrix is a great way to spark imagination and create engaging eLearning gamification elements - you are only limited by:

Your course goal.

Your learning objectives.

Your players' profiles.

Your technological constraints (we are going to discuss it in the Development phase).

One more thing that is going to help you in planning gamified experiences throughout your online course is a psychological background of gamification - it will help you to keep the balance and to avoid overloading your students with different elements, at the same time keeping them engaged.

Fogg's Behavior Model and Engagement Loop

Each of us has tried computer/mobile games. Some of them are dead easy, some are intricate: what affects what, what upgrade would be the best, how to deal with all the controls... And some of them capture all your attention and you want to get back to the game again and again.
How to gain such a level of engagement? There are two concepts that are aimed at achieving similar goals: Fogg's behavior model and "engagement loop".

Fogg's Behavior Model

Fogg's behavior model (FBM) makes it easier to understand a player's (learner's) behavior in general. As shown in the image above, there are three key factors that define an individual's behavior:

1. Motivation - the main reason why an individual is encouraged to perform some action (pleasure, pain, hope, fear, acceptance, rejection).

2. Trigger - internal or external signal right after which the action is performed (cue, reminder, call to action, etc.). The most important aspect of a trigger is timing.

3. Ability of an individual to perform an action (performing factors can include time, money, physical effort, brain cycles, social deviance, and non-routine). Ability is usually linked to skills. Fogg's behavior model states that ability could be defined with time, attention, mental capacity or any resources that a user might need to complete a task. Without an ability, motivation decreases, and sensitivity to triggers reduces.

Behavior scientist BJ Fogg emphasizes that it's important to realize that people are naturally lazy. They feel resistance when there is some need to put in an effort, and this is also true when it comes to learning. Doing something uncomfortable and dealing with procrastination is much easier when:

There is motivation (directly connected with learning objectives or personal learner/player persona characteristics).

There is ability (time, conditions, understandable rules...).

There is a perfectly timed trigger (notification, leaderboard, progress bar...).

Modern professional instructional designers can help in implementation of these principles.

Engagement Loop

Engagement loop principle is similar to Fogg's behavior model. It only adds three additional "layers":

1. The feedback that a player (learner) leaves after any action.

2. Player (learner) journey: the stage where a player/learner is currently situated.

3. Loop: every feedback after action needs to be followed with the next level of motivation.

Designing engagement loops is not an easy task that can be provided again by advanced instructional designers and gamification specialists.

Stage Three | Development (Deliverables: Gamified System Structure)

Understanding gamified app elements (mechanics and dynamics) and engagement loop stages, we can move further to the development of a gamified system structure.

It is worth noting that game design specialists divide the development process into two parts:

1. Storyboard creation.

2. Graphic sketches creation.

Development of the structure for eLearning gamified app also contains these parts, nevertheless it includes some additional components and properties. Here are some infographics below which shows what gamified components are and how it fits in with the engagement loop stages.

To effectively gamify your eLearning course, it's important to understand the different components that make up a gamified system. Let's take a look at each gamified system component separately:

1. Road Map: This component provides a clear visualization of learners' current status and progress, and works as a tool for providing direct feedback for other components.

2. Learning Guide: This step-by-step learning guide provides an efficient introduction to increase understanding of the gamified app and how to use the system.

3. Log: This tool allows users to easily explore their log and see how each task correlates to personal goals and the road map, providing an overview of how tasks are affecting one's position according to their personal goals.

4. Community: This component provides implemented support for user-to-user feedback throughout the gamified system through comments, discussions, and knowledge sharing, providing an additional feedback system which will provide meaningful feedback in a direct manner.

5. Game: The final component is a grouping of motivational mechanics which purpose is to motivate and promote general usage of the system. These mechanics may include avatars, customizable elements, progress bars, coins, badges, and other traditional gamification elements.

All of these components make up your gamified system structure, which should be used in the next stage, "Implement".

Stage Four | Implement (Deliverables: Gamified eLearning Platform)

An implementation of the developed gamified system structure is the most complex process which includes iteration of programming, graphic design, prototypes and system testing.

Therefore if you don't have a gamified eLearning platform, and you don't have enough assets to implement it, we recommend you to look at "ready to go" solutions.

There are more than 100 gamified platforms on the Web. To decide which one meets your requirements you need to сheck out the main gamified components mentioned in stage 2. Among them are:

1. Points - Badges - Leaderboards (PBL).

2. Progress Tracking and Reporting.

3. Rewards.

4. Customization Options.

We completed the list of top 5 gamified lms platforms according to industry leading forums like Technology Advice, Capterra, elearninfo24/7, and Training Industry with highlighting gamified components and its their pricing.
1. Growthengineering

Multi-award-winning learning technologies company.

Specializes in applying gamification to online learning programs.

Offers solutions such as the Academy LMS, NextGen LMS, and Genie, a game-based content authoring tool.

2. Sweetrush

Effective formula for improving employee performance through blended learning, ILT/VILT, gaming, mobile and VR.

Emphasis on culture of caring and commitment, backed up by an award-winning portfolio.

3. G-Cube Solutions

End-to-end eLearning solution provider.

Substantial expertise in the conceptualization of learning units and content development, as well as providing support for learning strategies like game-based learning and gamification.

4. The Game Agency

Creates educational games and platforms to complement and improve eLearning and instructor-led training.

Provides emotionally and intellectually stimulating experiences that engage and trigger students and employees.

Tracks user progress so educators can measure the effectiveness of their activity.

5. Talent LMS

Enables users to bring courses to life with badges, points, levels, rewards, and leaderboards.

Provides a customizable gamification engine for a personalized experience.

In addition to the mentioned gamified LMSs, you can also use off-the-shelf gamified applications to make your eLearning programs shine. Below, we selected top 7 of the most popular gamified apps which can be used in modern eLearning:

1. Socrative
"Socrative" features a game called "Space Race," which involves students racing spaceships across the screen by answering the questions correctly. Students can compete individually or in groups, and you have the option to customize the spaceship icons.
2. Classcraft
"Classcraft" is a fantasy-based game in which students can be warriors, mages, or healers. They form teams, and points are earned or lost based on the classroom behavior and performance. You can also gamify your existing curriculum encouraging students to "fight battles" against your questions.
3. Minecraft: Education Edition
Using "Minecraft" your students will interact, collaborate on projects, and share portfolios with their peers in a game world related to the content you're teaching. You can build your own Minecraft world, there are pre-built worlds and lessons already available on the app.

4. Breakout EDU
Here is you can find or build digital puzzles, games, and ciphers designed to promote critical thinking. One game, for example, requires elementary students to correctly solve riddles and puzzles to "catch the bus" on time.
5. Quizfit
"Quizfit" is an interactive learning and engagement tool for business. It features gamification elements to enable employees to acquire and retain new knowledge. It includes videos, infographics, courses, audio materials and associated websites.
6. Clever Badges
"Clever Badges" is perfect for students who have trouble typing or remembering complex passwords - especially younger learners. Badges allow students to hold up a physical badge to their device's webcam to get logged in, instead of typing in their usernames and passwords. Teachers get more time to teach, and students get more time to learn.

We described the fastest ways of implementation your Gamified System, so you can significantly reduce your costs at the start of the project. If you want to implement your own gamified eLearning platform, Raccoon Gang is always ready to give you advice and assistance.

Gamification is an application that is developed to be used in the long run (in most cases). Therefore, the evaluation of the impact and efficiency is a necessary step in your eLearning strategy. Let's look at "Evaluate" stage in details.

Stage Five | Evaluate (Deliverables: Metrics Toolkit)

What is the purpose of the evaluation?

Evaluation of your gamification outcomes can give you a powerful impulse for further custom eLearning development. You can tailor your content to become more attractive, effective and profitable. But bear in mind, there is no clear definition of evaluating efficiency of gamified application and metrics are vague (evaluation process can vary depending on your type of application and the chosen strategy). We have therefore sought to organize all possible metrics and principles which can be used in the evaluation of your gamification project.

According to the eLearning experts, metrics toolkit consists of:

eLearning specialists say that this toolkit is taken from the Web analysis and such commercial projects as Google Marketing Platform.

The main drawbacks of these metrics are unclear figures and long analysis. That is why it is a good practice for a custom eLearning gamified app to create metrics which will perfectly fit both gamified app and the chosen eLearning strategy.

How We Do Gamification in Raccoon Gang

In addition to the comprehensive guide, we also want to share how Raccoon Gang approaches gamification. We believe that gamification is an effective tool for engaging learners and improving learning outcomes, which is why we have developed our own gamification tool.

RG Gamification lets Open edX platform managers use much more gamification mechanics as opposed to native Open edX abilities. Being customization and integration-friendly, the tool makes online courses more engaging, effective and memorable.

Leaderboard, Badges, Achievements

Admin-friendly Interface

Conclusion

Here it is. You have the comprehensive eLearning gamification guide in one blog post. Creating gamified experience can be challenging, but if you know your audience and core message of your course program you'll just need right people for corresponding roles - good specialists will do the rest when you're good with the basics.

After your first run through the five stages outlined in this post for gamification design process, it will become increasingly easier to build your future gamified platform.

REFERENCES:

1. The International Journal of Advanced Computer Science and Applications, Vol. 6, No. 2, 2015. "Study of Gamification Effectiveness in Online eLearning Systems"

2. The 51st Hawaii International Conference on System Sciences (HICSS). "A Theory of Gamification Principles Through Goal-Setting Theory"

3. Free online course from The Georgia Institute of Technology. "Accessible Gamification for Business"

4. Kristoffer Frang and Robin Mellstrand, Lund University. "Enterprise Gamification of the Employee Development Process at an Infocom Consultancy Company".

5. Janaki Mythily Kumar. "Gamification at Work: Designing Engaging Business Software"

6. Neil Davey. "Gamification: The metrics and measurements that matter"

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Ultimate Design Guide to eLearning Gamification in 2020

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Sergiy has significant expertise as an eLearning and Marketing expert since 2012. He brings his experience into play to help RG customers to keep pace with the changing dynamics in the Learning indust Gamification is a powerful tool for engaging learners by incorporating game elements into eLearning content in a way that motivates students to learn.

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Games, visualizations, interactives and other weird stuff.

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https://island.octalysisprime.com/

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Octalysis Prime - The Gamified Mentorship Journey by Yu-kai Chou

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Join the community of hundreds of dedicated, passionate professionals and learn how to use Octalysis, Gamification, and behavioral design to improve your personal and professional life.

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https://linktr.ee/keremyaz

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- ToY Gamification Framework

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Toy Gamification Decards içerisinde, dünyaca ünlü oyunlaştırma uzmanlarının yer aldığı 10 adet Kahraman Kartı bulunmaktadır. Bu kartlardaki linkler üzerinden Fogg Davranış Modeli'nin tasarımcısı BJ Fogg'a, Flow(akış) Teorisi'nin tasarımcısı Mihaly Csikszentmihalyi'e, Oyuncu Tipleri'nin tasarımcısı Andrzej Marczewski'ye, Oyuncunun Yolculuğu'nun tasarımcısı Amy Jo Kim'e, Octalysis Modeli'nin tasarımcısı Yu Kai Chou'ya, The Art of Game Design'ın yazarı Jesse Schell'e, SAPS Modeli'nin tasarımcısı Gabe Zichermann'a, 4 Keys to Fun Modeli'nin tasarımcısı Nicole Lazzaro'ya, Kanca Modeli'nin tasarımcısı Nir Eyal'e ve son olarak da Oyunlaştırma Uzmanlarından Roman Rackwitz'in, oyunlaştırma hakkındaki çalışmalarına ulaşabilir, bir nevi kahramanlarımıza danışabilirsiniz.

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Toy Gamification Decards içerisinde, dünyaca ünlü oyunlaştırma uzmanlarının yer aldığı 10 adet Kahraman Kartı bulunmaktadır.

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TOYED - Teknoloji Oyunlaştırma ve Eğitim Derneği

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Derneğimiz; Oyun elementlerinin gerçek hayatta kullanımı ile oluşan oyunlaştırmayı yaygınlaştırmak, oyunlaştırma ile teknoloji kullanımını artırmak, toplumun eğitim seviyesini ve kalitesini oyunlaştırma ve teknoloji ile yükseltmek, eğitimler, seminerler, çalıştaylar organize etmek, yurtiçi ve yurtdışı çağrılı çağrısız fonlara başvurmak, her yaş grubuna hitap edecek sürdürülebilir kalkınma amaçları doğrultusunda sanayi, turizm, tarım, teknoloji, sağlık ve eğitim alanlarına projeler geliştirmek amacıyla kurulmuştur

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Career analyst Dan Pink examines the puzzle of motivation, starting with a fact that social scientists know but most managers don’t: Traditional rewards aren’t always as effective as we think. Listen for illuminating stories -- and maybe, a way forward.

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Please [contact us](https://www.ted.com/contact) and let us know what happened.

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The game that can give you 10 extra years of life

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When game designer Jane McGonigal found herself bedridden and suicidal following a severe concussion, she had a fascinating idea for how to get better. She dove into the scientific research and created the healing game, SuperBetter. In this moving talk, McGonigal explains how a game can boost resilience -- and promises to add 7.5 minutes to your life.

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

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Oyunlaştırarak Hayatla Aşık Atıyorum! | 2017 | Ercan Altuğ Yılmaz | TEDxReset

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Gabe Zichermann: How games make kids smarter

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Can playing video games make you more productive? Gabe Zichermann shows how games are making kids better problem-solvers, and will make us better at everything from driving to multi-tasking.

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Games like World of Warcraft give players the means to save worlds, and incentive to learn the habits of heroes. What if we could harness this gamer power to solve real-world problems? Jane McGonigal says we can, and explains how.

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Octalysis Framework - world famous gamification expert

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Yu-kai Chou: Gamification & Behavioral Design

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Hi, I'm Yu-kai Chou, Gamification pioneer, creator of the Octalysis
Framework, and author of Actionable Gamification. Thanks for visiting my site!

As a kid, I absolutely loved playing video games: I completely immersed myself into RPGs (role playing games) such as Diablo II, staying up until 4am (avoiding homework) to grind my way to level 60.

I invested hundreds of hours into video games with little to show for it in real life. Disillusioned by what I felt were hundreds of hours of wasted life, I contemplated:

There must be a game where the more I play, the stronger and better I get in real life.

It was then that it hit me... "Duh! There's a game that we're all playing right now whether we know it or not-the game of life." If I could figure out how to level up, gain EXP (experience), and get my friends to join me, then I wouldn't need to play video games anymore because real life would be so much more fulfilling!

Level 72 Chou
(I will update my level every month.)
Every player in the world starts their life with granted stats and abilities. The player can then choose how to gain experience, level up, and unlock new abilities.

For example, I went to university, which allowed me to gain a lot of experience through classes, friends, and professors.

After university, I chose to start my own company, which allowed me to gain even more experience through building a team, managing people, fundraising, and building products.

It was through my technology startup in Mountain View, CA that I began to unlock the secrets of Gamification, which lead me to create the Octalysis Framework - the complete Gamification framework.

The Octalysis Framework catapulted my career:

2014, 2015 and 2017: Gamification Guru of the Year" Award by the World Gamification Congress and the Gamification Europe Conference.

2015 - rated #1 among the "Gamification Gurus Power 100" by RISE

Worked with Fortune 500 companies such as LEGO, Google, Volkswagen/Porsche, Accenture, eBay, Huawei, Fidelity, AIG Japan, Verizon, Ericsson, and Cisco

My work has been featured on Forbes, The Wall Street Journal, Business Insider,The World Journal, PBS, and NBC

Spoken as a speaker/lecturer at organizations such as Google, Tesla, Stanford University, LEGO, TEDx, and Boston Consulting Group

Yu-kai is at the cutting edge of the field of behavior design.

- Nir Eyal, author of Hooked: How to Build Habit-Forming Products.
My mission

My mission is to help players (people around the world) reach their full potential in life. I believe Gamification holds the key to help many people stop procrastinating, identify their true calling, and take action.

To accomplish this mission and maximize my global impact, I created a Gamified learning journey called Octalysis Prime that teachers players how to...

1. ... identify their granted stats and abilities

2. ... gain experience through educational videos and mentorship from me

3. ... grow their tribe by meeting other driven, motivated players

4. ... and accomplish their purpose in life.

What you can do right now

If you're new to the site, then the best action you can take right now is to join my free 14-day Gamification Course:

What to do after you join the 14-day Gamification Course

Use the directory below to identify what interests you and dive deep into that topic. Prime On!

Next, read my most popular articles:

1. Octalysis - complete Gamification framework

2. The 10 best productivity apps that use Gamification

3. The 10 best educational apps that use Gamification for adults

4. The 10 best social products that use Gamification to literally save the world

5. Top 10 Marketing Gamification Cases You Won't Forget

6. A Comprehensive List of 90+ Gamification Cases with ROI Stats

7. Top 10 eCommerce Gamification Examples that will Revolutionize Shopping

8. Top 10 Enterprise Gamification Cases That Will Make Employees More Productive

9. Top Ten Learning Games For Kids

Some recent articles:

1. Policy Summary of Andrew Yang - USA Presidential Candidate 2020

2. Winner of our 10K HP Talent Triangle Challenge Announced

3. My Economy Stimulus Model Conclusion: The Government should pay a salary for Entrepreneurs

4. Backup Research for my Octalysis Prime video regarding Quantum Mechanics and the Power of the Conscious Mind

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Learn Gamification with Yu-kai Chou: cheat codes to win the game of life

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Hi, I'm Yu-kai Chou, Gamification pioneer, creator of the Octalysis Framework, and author of Actionable Gamification. Thanks for visiting my site! As a kid, I absolutely loved playing video games: I completely immersed myself into RPGs (role playing games) such as Diablo II, staying up until 4am (avoiding homework) to grind my way to level ...

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https://linktr.ee/ercanaltug

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Player Types and many more...

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Act Fast and Get Over £50 Worth of Gamification Content and Tools for ONLY £9.99! Become a Gamification Pro with the Ninja Monkeys Unicorn Edition eBook and Other Premium Content Included in This Bundle. Don't Miss Out on This Incredible Offer - Start Building Your Gamified Solutions Toda

That may well be the oddest title I've ever written.

Look, I'll keep this short. If you want to write content, be it personal or professional, that resonates with people - don't talk about yourself all the time!

If you read your content out loud and it sounds like this

Or

Then you are not speaking to or about your target audience - you are just talking about you and they will get bored very very very fast.

I want to keep this Ludic Spirit idea going as it is now shaping how I view pretty much everything in a way that gamification never really did. It is a much simpler way to improve the world around me that does not rely on the sorts of reward frameworks that gamification often needs you to design.

Made you look, made you stare, made you mess your underwear!

We have all seen the headlines like "Expert says if you don't know AI, you won't be in business next week". But the truth is, that's bollocks.

Now, you may not be in as great a shape as those in a similar line of work that do understand AI, but you won't be out of business if you remember this one simple rule. People make a business.

Ludic Spirit is a fancy term for being playful in our approach to life and the world around us. It's something I want to explore more over the coming months as an alternative world view to gamification.

When we embrace the Ludic Spirit, we are embracing playfulness and a carefree attitude.

Play is a fundamental human need that brings joy, creativity, and learning to our lives. Play can also help us cope with stress, improve our mental health, and enhance our social skills. But what happens when we don't play enough? What is the opposite of play, and how does it affect us?

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Gamification Blog and Thought Leadership

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BTK Akademi - Oyunlaştırma - Ercan Altuğ Yılmaz

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BTK Akademi - Oyunlaştırma - Ercan Altuğ Yılmaz

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https://www.btkakademi.gov.tr/portal/course/egitimde-oyunlastirma-ve-web-2-0-araclari-22606

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Son test Değerlendirme Formu

KATILIM SERTİFİKALI

Açıklama

Öğrenenlerin oyun tasarımı, oyunlaştırma, oyun mekanikleri, oyun iletişimi, ödüllendirme, seviyeler, puan, rozet gibi basit oyunsu tasarımların mantığına sahip olmalarını sağlamaktır. Bu eğitimle günümüzün ve geleceğin en önemli mesleklerinden biri olan oyunlaştırma tasarımcılığının incelikleri öğretilecektir.

Eğitimde oyunlaştırma ve Web 2.0 araçları (Kahoot, Classdojo vs.) yer almaktadır. Eğitim toplamda 2 modülden oluşmaktadır.

Oyun sektörüne giriş yapmak isteyenler

Kendi oyun ve oyunlaştırma projesini geliştirmek isteyenler.

Bilgisayar ve yazılım mühendisliğine yeni başlayanlar

Öğretmenler ve öğretmen adayları

Oyun ve oyunlaştırma tasarlayarak geliştirebilir,

Şirket süreçlerinde oyunlaştırma uygulayabilir,

İstediği fiziksel ya da dijital oyunu yapabilir,

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Eğitimde Oyunlaştırma ve Web 2.0 Araçları

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Eğitim Amacı Öğrenenlerin oyun tasarımı, oyunlaştırma, oyun mekanikleri, oyun iletişimi, ödüllendirme, seviyeler, puan, rozet gibi basit oyunsu tasarımların mantığına sahip olmalarını sağlamaktır. Bu eğitimle günümüzün ve geleceğin en önemli mesleklerinden biri olan oyunlaştırma tasarımcılığının incelikleri öğretilecektir. Eğitim Özeti Eğitimde oyunlaştırma ve Web 2.0 araçları (Kahoot, Classdojo vs.) yer almaktadır.

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Coursera - Kevin Werbach Gamification & D6 Model

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Coursera - Kevin Werbach Gamification & D6 Model

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About this Course

Gamification is the application of game elements and digital game design techniques to non-game problems, such as business and social impact challenges. This course will teach you the mechanisms of gamification, why it has such tremendous potential, and how to use it effectively. For additional information on the concepts described in the course, you can purchase Professor Werbach's book For the Win: How Game Thinking Can Revolutionize Your Business in print or ebook format in several languages.

Reset deadlines in accordance to your schedule.

Approx. 17 hours to complete

Subtitles: Arabic, French, Ukrainian, Portuguese (European), Chinese (Simplified), Italian, Portuguese (Brazilian), Vietnamese, German, Russian, Turkish, English, Spanish, Kazakh

Skills you will gain

Psychology Marketing Game Design Gamification

Reset deadlines in accordance to your schedule.

Approx. 17 hours to complete

Subtitles: Arabic, French, Ukrainian, Portuguese (European), Chinese (Simplified), Italian, Portuguese (Brazilian), Vietnamese, German, Russian, Turkish, English, Spanish, Kazakh

Instructor rating

4.84/5 (140 Ratings)

Offered by

University of Pennsylvania

The University of Pennsylvania (commonly referred to as Penn) is a private university, located in Philadelphia, Pennsylvania, United States. A member of the Ivy League, Penn is the fourth-oldest institution of higher education in the United States, and considers itself to be the first university in the United States with both undergraduate and graduate studies.

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Syllabus - What you will learn from this course

Content Rating Thumbs Up 97% (25,190 ratings)

When will I have access to the lectures and assignments?

What will I get if I purchase the Certificate?

Is financial aid available?

More questions? Visit the Learner Help Center.

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Gamification is the application of game elements and digital game design techniques to non-game problems, such as business and social impact challenges. This course will teach you the mechanisms of gamification, why it has such tremendous potential, and how to use it effectively.

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https://yukaichou.com/gamification-book/

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Yu-kai Chou - Learn how to use Gamification to make a positive impact on your work and life

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"Yu-kai is at the cutting edge of the field of behavioral design."

- Nir Eyal, author of Hooked: How to Build Habit-Forming Products

After 20+ years of Gamification practice and study, after consulting for clients such as Google, Accenture, and Tesla, I decided it was time to share my knowledge and expertise with everyone around the world.

To share my knowledge, I decided to write and publish a book about Gamification, but not just any book: my goal was to write the definitive book about Gamification that empowered a reader to immediately take action on their personal and professional lives.

I'll admit I was nervous when I published the book, but today, I am immensely proud and humbled by the positive impact that my book has created.

Actionable Gamification - Beyond Points, Badges, and Leaderboards has had a positive impact on readers, ranking 4.6 out of 5 stars on Amazon. It has become the de facto learning material in classrooms around the world and has been organically translated into over 15 languages.

Pictures with me and readers from around the world

Reviews of the Gamification Book

I've been following Yu-kai's work on gamification for years and have enjoyed his deep insights and actionable recommendations. Octalysis is a powerful and pragmatic framework to understand human nature and positive motivators that encourage people to do their best work. It should be required reading for anyone building, managing, or collaborating with a team, community, or ecosystem.

-Susie Wee, CTO of Networked Experiences at Cisco Systems

Yu-kai's Insights were instrumental in helping Lucky Diem supercharge our client La Quinta's bookings per user by 206% and incremental revenue per user by $157 (132% Lift) against the control group. Being able to achieve a viral coefficient of 530%, I would recommend any business to work with Yu-kai and learn his Octalysis Framework.

-Andrew Landis, Founder & CEO of Lucky Diem

I've been tracking the development of Octalysis for over 2 years now, and It's become a comprehensive framework for enterprise gamification. Psychology is at the core of every activity, and game designers are masters at it. Yu-kai's framework has mapped out the various dimensions for reasoning about and optimizing a gamified enterprise process. I have no doubt that it will make its way into business school text books soon.

-Moataz Rashad, Former Head of Software Architecture at Sony Mobile

Yu-kai is the real deal. His experience, expertise and passion make this a "must read" for those looking to grasp the possibilities available through applied gamification.

-Jeff Gates, formal counsel to U.S. Senate Committee on Finance and author of The Ownership Solution, Democracy at Risk, and Guilt By Association

Yu-kai's reputation precedes him in the field of gamification. HIs Octalysis framework is both elegantly simple and intricately complex. His book is not only extrinsically rewarding to read, but intrinsically motivating to apply; it's wickedly effective, and yet divinely true. Octalysis brilliantly unified all these seemingly conflicting aspects of gamification into a single cohesive framework with a hidden twist in the middle of it - it's sensational.

-Michael Wu, Chief Scientist of Lithium Technologies

This book is probably the most important and well researched guide to Gamification that is on the market today. If you think Gamification is about gaming stuff them you are dead wrong. It's about how your brain works and is motivated.

I interviewed Yu-kai for the Business Book Talk Podcast and his understanding and depth of knowledge kept me on the edge of my studio seat for over 45 minutes. This is probably one of the best values on Amazon today if you are a business manager, marketing expert or entrepreneur. I can't wait for his next book.

-Bob Garlick, Host of Business Book Review Podcast

Yu-kai's book makes gamification practical. It is chock full of specific examples, suggestions for implementations, and pitfalls to avoid. Actionable Gamification is a gold mine of insights, and those who study and practice what it offers will have a powerful toolkit of incentives for business and personal contexts. Run, don't walk, to get your copy - I highly recommend it.

-Chuck Pickelhaupt, VP of Emerging Technologies R&D for Fidelity Investments

Yu-kai shows us that gamification is about customer centric thinking, and certainly much more than adding game pieces to our customer experience designs. His Octalysis framework is a guide by which we can construct our services to resonate naturally with our customers. This way of thinking will lead us to design products and services that engage our customers, and motivate them to interact with us more frequently and over a longer period of time. The end result is greater value for the organization.

-Paul Brown, Regional VP of AIG Japan

Yu-kai's Octalysis framework brilliantly explains the intricate relationships between human behaviors and their inner drives. Accompanied by numerous application examples, Octalysis is the turn key for gamification in any product and service design.

-Dr. Jianming Dong, Chief User Experience Architect at Huawei

Don't waste your time with other books that only scratch the surface or include information without any practical application. Yu-Kai is master of the craft and has written a book that is fun to read as it is pragmatic. If you are looking for an out of the box book where you can simply add a "game" to some element of "work" you will be disappointed (but not as disappointed as finding a book like that, only to see the outcome failing).

The key here is the Octalysis framework - an easy way to audit any process, class, or element of your life for game elements, and then take action to boost on include more, driving better results. Order two copies of the book, since you will want to share it as soon as you read it!"

-Jon D Harrison, Author of "Mastering The Game: What Video Games Can Teach Us About Success In Life.

My book is NOT about why Gamification is important or why it's awesome. There are a ton of historical books about Gamification on the market that define the term and speculate about its origins.

My Gamification book is meant to be actionable, empowering you to immediately apply the lessons and techniques to your life and to your company.

I hope that you will join me on this amazing journey to gamify life. And if you do buy my Gamification book, then please leave a comment below and give me your feedback.

With sincerity and appreciation,

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Gamification Book: Actionable Gamification - Beyond PBLs - Yu-kai Chou

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"Yu-kai is at the cutting edge of the field of behavioral design."

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Ercan Altuğ Yılmaz Herkes İçin Oyunlaştırma

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Ercan Altuğ Yılmaz Herkes İçin Oyunlaştırma

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Ercan Altuğ Yılmaz - Sekizinci Sanat Oyun

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Ercan Altuğ Yılmaz - Sekizinci Sanat Oyun

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Ercan Altuğ Yılmaz - Oyunların gücü adına! Oyunlaştırma Bilimine Giriş

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Ercan Altuğ Yılmaz - Oyunların gücü adına! Oyunlaştırma Bilimine Giriş

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Karl Kapp - Gamification of learning and instruction

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Karl Kapp - Gamification of learning and instruction

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Roblox is the ultimate virtual universe that lets you create, share experiences with friends, and be anything you can imagine. Join millions of people and discover an infinite variety of immersive experiences created by a global community!

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Every decision you make, from product features to the tone of your taglines, needs to answer your customers. User personas (or buyer personas) represent real, living and breathing people who will engage with your product.
With our user persona template, you can:

Create visually engaging user personas that align everyone in your company on who your ideal customer is: their behavior, needs, interest and motivators.

Identify focused messaging and value propositions that speak to your target customer's needs.

Define clearer decision-making to ensure every business, design and marketing decision resonates with target consumers.

Xtensio is your team space for beautiful living documents.
Create, manage and share business collateral, easily.
Join the 186,780 changemakers.

Xtensio is your team space for beautiful living documents.
Create, manage and share business collateral, easily.
Join the 186,780 changemakers.

Every decision you make, from product features to the tone of your taglines, needs to answer your customers. User personas (or buyer personas) represent real, living and breathing people who will engage with your product.
With our user persona template, you can:

Create visually engaging user personas that align everyone in your company on who your ideal customer is: their behavior, needs, interest and motivators.

Identify focused messaging and value propositions that speak to your target customer's needs.

Define clearer decision-making to ensure every business, design and marketing decision resonates with target consumers.

BONUS: Read the user persona how-to guide.

What is a user persona template?

User Persona Definition: User personas are stories about imagined ideal customers. Personas represent real, living and breathing people who will engage with your product, services, or content. While individuals featured on a persona are technically hypothetical, the information on the document should not be hypothetical. All sections must be completed based on facts, hard data, and research.

Defining buyer personas is also an essential exercise for any UX design, product, marketing and sales team to ensure that the product you're designing, building and selling speaks to your customers' pain points, needs and expectations.

How do you write a user persona?

Before you begin to create your persona with our user persona template (aka buyer persona worksheet or customer profile template), talk to consumers. Send emails, hop on calls, run surveys and questionnaires. Record and synthesize information. Then you can display what you've learned by filling out the user persona template. Yes, this will take effort; it will take digging. But this work is necessary - user personas, when authentically completed, become go-to documents to ensure every business, design and marketing decision resonates with target consumers.

Here are some tips for creating your user personas:

Give your personas a name or title that allows you to easily reference a group of users during discussions.

Upload a photo to give your persona a face that reflects the descriptions used throughout the persona.

Include a catchy quote to capture the persona's attitude towards your product or service.

Outline the user's demographics to show a quick insight into the persona's background, lifestyle, and behavioral practices.

Identify your ideal customer archetypes which should be widely understood identities that characterize an individual's personality, motivations, and goals.

Indicate your persona's KEY personality traits and help round out her overall image

Uncover your persona's goals and frustrations. What are they looking for in a product? What is preventing your persona from achieving his or her goals?

Add a short bio to describe the user journey.

Define motivations and brand influencers. What inspires your persona to take action? What are your users' favorite or most used brands?

Finally, learn which channels your target market favors. How are you going to get your message to your intended audience? Traditional advertising, online and social media, referrals, guerrilla marketing, and public relations are all options.

For a deeper dive, follow our How to Create a Persona Guide.

Related to the User Persona Template

Fully customizable templates that you can make your own.

What is Xtensio?

Xtensio is the quickest and easiest way for teams to create, share and manage all of their business documents together. Create pitches, sales sheets, reports, case studies, agendas and more. Add images, videos, tables, buttons and other interactive modules. Drag and drop, resize, change backgrounds, colors. Share a link. Present a digital slideshow. Export a PDF/PNG.

What's a folio?

A folio is a live webpage, a full-screen digital slideshow presentation and an exportable PDF/PNG document all-in-one. Folios are responsive, collaborative and completely customizable.
Start from an instructional template, editable example or a blank folio to build all your business documents and presentations with the ease of a web builder. Add team members and guests to work together in real-time on the cloud. Changes instantly sync to the live version of the folio so both internal and external stakeholders are always up-to-date. Folios are the next generation of flexible documents and presentations.

Do I need to download software?

Nope. Xtensio is a web browser-based platform.

How is Xtensio different from PPT, Illustrator or Word?

Unlike other presentation or document creators, Xtensio works like a web builder so you can easily drag and drop interactive content, customize the layout, and change colors, fonts, backgrounds to get professional-looking business content out the door quickly, without needing a designer.

You can collaborate with team members and guests to work together in real-time on the cloud. And the flexibility to share folios as live web links, digital slideshow presentations or exportable PDF/PNGs means you don't have to jump between tools when creating different deliverables. Check out this page to see how Xtensio outpaces the competition.

Is my data private and secure?

Yes. All Xtensio plans include 128 bit SSL encryption and backups to ensure your data is secure. Here's more on the range of sharing options on Xtensio, from completely private to public.

Can I create a free user persona?

Yes. You can try out Xtensio's simple editor and any template, including the user persona template without creating an account. To save your work, collaborate with your team and access other premium features and resources, you can upgrade to premium.

What would I get by upgrading to a premium plan?

By upgrading to our premium plans, you'll have a private, branded workspace with your own URL where you, your team members and guests can create and collaborate on multiple presentations and documents.

You'll be able to lock branding across your deliverables with the team style guide, streamline the creation process with custom templates, unlock exports, add password protection and customize individual shared links, and view project stats to stay updated on all of your projects. Here's more about our premium plans.

Who invented SMART Goals?

1954 - Peter Drucker developed Management by Objectives.
1981 - George T. Doran coins the term SMART in Management Review.
2002 - Professor Robert S. Rubin of Saint Louis University wrote "Will the Real SMART Goals Please Stand Up?" in The Society for Industrial and Organizational Psychology.

What would I use the user persona template for?

User (or buyer) personas represent real, living people who engage with your product. Filling out the ux persona template allows you to create your ideal user "types." These personas will help you in all decision making, from product features to the tone of your taglines.

What should be in a user persona?

Your personas should represent real, living people who engage with your product. We suggest talking to consumers before completing this template. Send emails, hop on calls, run surveys and questionnaires. Record and synthesize information.

Can I add colleagues to edit the user persona template?

Yes! You can invite as many people as you'd like to collaborate on your user persona, ensuring your whole team is aligned. As a platform, Xtensio helps improve the way your team works. Here's more on real-time collaboration.

How do I share the user persona template?

When you're ready to share your completed user persona, choose between presenting it as a full-screen digital slideshow, sending it as a responsive web link or exporting it as a PDF or PNG. Learn more about the different ways to share your folios in this tutorial video.

Do you have other tools for business development?

We do! There are a number of different business strategy templates, examples and resources to guide you through the process of establishing and growing your business. Check out the Strategy toolbox, Marketing toolbox and UX Design toolbox to find more tools and resources.

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User Persona Template and Examples | Xtensio

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Xtensio's User Persona Template is a living document. Use the intuitive editor to fill it in, add your UX and marketing teams, and choose how you share.

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https://amyjokim.com/

Player's Journey and Game Thinking

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Framework

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Four types of Fun

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Make new friends, explore diverse events, and spark your creativity in a virtual world built and owned by its community.

Decentraland Emotes are now more expressive than ever. With the addition of props and sounds, your digital persona just became more fun, and life in Decentraland even more engaging!

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