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Diferencia entre gamificación y juegos de aprendizaje

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Diferencia entre gamificación y juegos de aprendizaje

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El aprendizaje basado en juegos, cuyo término en inglés es Game-Based Learning (GBL), consiste en la utilización de juegos como herramienta de apoyo al aprendizaje, la asimilación o evaluación de conocimientos. Por su parte, la gamificación se basa en incorporar dinámicas o mecanismos de juego (puntos, rankings, insignias, reglas de juego, etc.) a procesos que de por sí no son muy “jugables”, valiéndose de la predisposición psicológica del ser humano para participar en juegos. El objetivo de la gamificación puede ser reforzar o modificar el comportamiento de los usuarios.

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Diferencia entre gamificación y juegos serios

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Diferencia entre gamificación y juegos serios

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1. Los juegos serios o serious games son juegos en sí mismos diseñados con una finalidad más allá del puro entretenimiento (juegos para el aprendizaje, simulaciones, juegos significativos o con un propósito).

2. La gamificación utiliza elementos y el pensamiento del diseño de juegos en contextos de no juego para buscar retos y motivar a la acción.

3. Los juegos serios toman un problema real y lo ponen en un juego para hacerlo más fácil de entender y más divertido.

4.La gamificación no es un juego en sí mismo, aplica elementos y técnicas del diseño de juegos en actividades reales para motivar a las personas a comportarse de una determinada manera

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Siempre ha existido pero ahora se conoce mejor y se emplea con mayor eficacia.
El término Gamificación fue acuñado en 2002 por Nick Pelling, pero no sería hasta 2010 cuando cobrara verdadera relevancia. Sin embargo, la idea de utilizar dinámicas y mecánicas de juego en entornos no recreativos no es algo nuevo.

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1. Costo porque debe renovarse material y herramientas  para trabajar.
2. Reduce el tiempo de atención
3. Se confunde gamificar con aprender jugando.

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Ventajas
1. Mejora el comportamiento en clase.
2. Resultados académicos mejoran.
3. El alumno trabaja más y voluntariamente.
4.El trabajo resulta más relevante.
5. Al diseñar el juego se trabaja una retroalimentación adecuada y oportuna.
6. Los objetivos y ola estructura de la clase está más clara.

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The countdown to HTML5DevConf in San Francisco has begun and I am working on my presentation on how to use gamification to build a better user. In this quest for building this better, or should I say happier, user the good news is that most of the technology tools are available but we have not crossed the Rubicon just yet. Why? Because, until now, it was a bit of a struggle to implement what I'd consider the secret sauce of gamification: Experience Continuity.

Think back to your favorite shows, movies, or even moments in life. They were parts of a story line that were careful crafted to pull you into the experience, discuss it, and grow from it. That experience extended beyond the original medium (say the tv box). It spread onto the water coolers, the dinner table, and the PTA meetings. The story was so good that end up drawing from real life experiences and relating all these elements to the original plot. The plot, the story line, lived on outside of the tv box, we were willingly extending it and prolonging it.

Good games have the same traits. People become immersed in the story as evidenced by some rise in cosplays convention. Gamification should be no exception and rely on great stories to be successful. Unfortunately gamification is often bastardized to finding ways to tweak the user's behavior by focusing on basic elements such as Leaderboards and avatars. These techniques may work in the short term but quickly lose luster as they do not replace the need for a good story to move your users towards their intended destination.

If you believe in Gamification for Good, then a great storyline will become the bloodline that fuels 3 major tenets of successful gamification efforts:

+ Enabling the spread of diverse ideas and methodologies

+ Focusing on collaboration rather than adversarial relationships

+ Allowing users to participate willingly and interactively.

These 3 tenets will come to life and strive as soon as you can inject into them Continuity. Your users should not have to clear any hurdles to engage with your Gamification effort. This means that users should be able to easily consume, analyze, and feedback data points that will enhance the Gamification process.

And this is the crux of the continuity challenge. We are now flooded with devices that can both capture and broadcast data to. Mobiles, computers, and connected devices are about to create a data flood. The challenge posed by this data flood solely be whether we can seamlessly experience, visualize and share this data easily.

This is where HTML5 has an edge for the foreseeable future. By deploying to many devices, we are enabling our users to become literally embedded into this gamified experience. Our role then becomes to deliver (and capture) the right data based on peoples' devices and expectations: A tablet is very much a consumption device where content has to be visualized in a way that would be much different than, say, a connected tv or even a fridge that tracks our food consumption.

Visualization on an HTML5 platform will be an interesting challenge in the years to come because as the amount of data available increases, the processing power needed increases as well, yet HTML5's visualizations are most often done on the device side so data miners are going to need to be quite selective to keep the experience smooth and compelling.

Visualizations tools have already come a long way. There are many vendors delivering visualization to the end users; on the HTML5 side, you can find this page helpful ( http://selection.datavisualization.ch/) and if you want to check out a company that, in my opinion, "gets it" in terms of data utilization and management, head out to Targit http://www.targit.com/ (full disclosure: Targit's CTO is on our board of advisors)

Gamification is much more about human psychology and behavioral studies than computing. By carefully crafting how the storyline is broadcast to the users and making sure we constantly immerse them in the experience, we can greatly improve the returns on the Gamification investment.

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HTML5 and Gamification: can they feed off each other ?

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The countdown to HTML5DevConf in San Francisco has begun and I am working on my presentation on how to use gamification to build a better user.