Analogue vs Digital Gamification

Gamification is often thought about as a digital realm, but that is not the case at all! Some of the best gamification I have seen has been “analogue”, or not digital. I myself have written about simple gamification experiments with eh kids that were entirely paper-based.

Just like games, gamification can be just as effective in the non-digital world as it can in the digital world. Think about it, games have existed since history began, with games like Senet being dated back to 3000BC in Egypt and evidence of dice like objects as far back as 5000BC.


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Minecraft can increase problem solving, collaboration and learning – yes, at school

In Minecraft and other games, players are highly receptive to learning embedded in the game scenario. Thierry Karsenti, Author provided

A video game like Minecraft in schools might trouble some parents. As a Canada research chair in technologies and education, my hope is both parents and educators take the time to learn about how using Minecraft at school could be beneficial.

Firstly, parents and teachers are right to ask questions about video gaming, particularly given sometimes conflicting messages about its impact. Some researchers caution about the possible impacts of child and youth exposure to violence or problems of … Read the rest

Introduction to Gamification Part 7: Rewards and Reward Schedules

In the last chapter, I briefly touched on reward schedules. The most basic way to define reward schedules is that they are a set of rules that define when a reward (or any kind of feedback) is given to the user. I am going to discuss three core types of reward schedule, Random Rewards, Fixed Rewards and Time Dependent. I’m also going to introduce some ideas on how to balance the release of rewards and their perceived value.

Random Rewards

These tough to explain, and really hard to implement well! A random reward is one that the user … Read the rest