Gamification: Alternative Leaderboards
Wanting to win’ versus “wanting to avoid losing” is a subtle yet crucial distinction; Murayama and Elliot’s (2012) set of meta-analyses found the effects of competition depend on this distinction in the minds of players. When someone wants to perform better than others, they tend to benefit from competition. But when they want to avoid performing worse than others, competing tends to reduce their performance.
Senko et al’s (2017) meta-analysis found that “wanting to win” improves the performance of participants only when it’s accompanied by strategies that support feelings of mastery. So “wanting to win” alone is not enough to inoculate players from the downsides of competitive social environments.
There are 2 principles of design to support the outcome:
- Workplace performance is more complex than a single number on a leaderboard.
Let’s show the major competencies that drive the performance, instead of one single number.
- Don’t just compare yourself to others. Compare your performance against your own history!
Let’s show the trajectory for driving competencies!
Imagine a leaderboard more like a performance dashboard where your overall performance is broken down your top competencies with your historical data points. You can see the trajectory of where you’re heading. Then, you can show the company average and top performers’ numbers on each competency. You can identify your strength and opportunities. Then, you can apply AI to give you guidance on how to change your trajectory based on top performers’ data points.
More on leaderboards in this IMS blog
more on gamification in this IMS blog
Gamification: It’s Easier than You Think!
BONUS: several cool infographics on gamification of education: http://elearninginfographics.com/tag/gamification-infographic/
this is a recording of a webinar, which took place yesterday, September 3, 2014. The presenter is Canadian. Sean Isles
Gamification versus game based education
Gamification is application of typical elements of game play to unconventional areas
Game based is learning that takes place withing a game simulated environment itself
D2L offers options for gamified education
Leveling / Gating: turn off/on content modules by weekly increments.
Bosses/Challenges – simple quiz at the end of each module (training quizzes, open to take unlimited times)
Celebration of successes – emails from intelligent agents, short funny video, etc.
Intelligent agent send an email not only to student, but to an office, where top scoring students can get a gift.
simulator. used Unity to create the game
Shaun Iles: email@example.com and Brian Gould: firstname.lastname@example.org
Leaderboard – Brightspace.com – Brightspace by D2L. needs to be purchased, but allows modify and customize with HTML and CSS
Badges: meaningless if the entire institution is not on board. google and mozilla badges platforms. D2L is about to roll out badges, only if the entire institution and the business recognize them. otherwise, the badges are dead upon exit from class.
make discussion interactive through upvote: http://www.reddit.com/r/upvote/
Scavenger hunt mentioned. Bluetooth info beacons used across campus to enable scavenger hunt. Across mobile devices.
Librarians and instructional designers mentioned.
His D2L home page has twitter widget and skype widget. He says the Skype widget enormously used. When will my proposal for Adobe Connect Widget will be addressed, am asking I for years?