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Enriching Learning Environments With the Game Gamification and Cryptocurrencies – CryptoBB
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Enriching Learning Environments With the Game Gamification and Cryptocurrencies

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Games are an ancient invention. Although their date of origin is unknown, five years ago archaeologists unearthed some 5,000-year old gaming tokens during an excavation in Turkey. You may have heard a recent buzz about a newly coined term with a related theory and tactics, referred to as gamification. It is a method used for taking existing ideas, knowledge, or actions, and integrating them with game mechanics to engage people in gameplay with nongaming contexts. The gamified technique can encourage behavioral changes, such as loyalty or participation, among other things.

There is one application of the method that is gaining popularity with businesses and schools. It is gamifying learning, whether it be for employee onboarding, professional skill improvement, or turning in a homework assignment on time. By gamifying instructional environments, the desired results and learner experiences are worth more with learning made into a game.

What Are the Mechanics of Gamification?

Game mechanics or building blocks of the game, make up essential parts of the game theory. These raw materials are elementary to gamified learning. Game designers efficiently and artfully construct the game with these elements so the players can enjoy the game better when achieving wanted goals and needed results. Below are a few of the building blocks commonly used to gamify the nongaming:

  • Points are single count units of measurements.

  • Badges add positive reinforcement and players earn them after collecting some points.

  • Leaderboards can incorporate the two mechanics above by displaying players in either a descending or climbing order, based on levels and achievements.

  • Challenge is purposeful in motivating players to act and work toward something more significant and great.

  • Constraints, like a deadline, is a game mechanic aimed to encourage self-motivation.

  • Narrative brings players deep inside the story of the game.

Who Are The Players?

It is good for game designers to know the way in which the players approach gameplay. British professor and game researcher, Richard Bartle, created an analysis of player types and the Bartle Test of Psychology. He divides the way people play games into separate categories. Although distinctive from one another, the four different personality types are not rigid. Most of the players have traits assigned to more than one group, but mostly everyone has one characteristic that dominates, thus controlling his or her overall playing approach.

  • Achievers: They care only about ranking, status, and measurable units of achievement. Achievers are quick to tell their peers about their progress and prominently display their collection of earned badges.

  • Explorers: They feel that discovering something new or unveiling secrets of the game is the real prize and not badges.

  • Socializers: They make up the vast majority of players and represent the way about 80 percent of people play games. Socializers enjoy interacting with other players during the game and do not mind joining forces and collaborating if it accomplishes more than playing alone.

  • The Killer: They are like the Achievers, in that they concern themselves with winning and getting as many game credits as possible. However, the thrill for Killers is in seeing other players lose, which is another level of competitiveness.

How is Gamified Learning Different from Game-Based Learning?

Gamification is a concept in which games inspire learning and a nongaming setup, whereas, training that is game-based uses games for the enhancement of study. It is a subtle difference. However, the distinction is that the former uses game mechanics, such as badges, achievements, and awards as a substitute for grades in some cases, and the latter may make use of digital or nondigital games and possible simulations for the students to learn.

Benefits of Gamifying a Learning Environment

Whether in a classroom or office, to gamify an instructional experience can provide advantages that traditional education methods may also do but differently. Some benefits may include but are not limited to the following:

  • Optimization of the brain’s processing and capacity to retain new information.

  • Improved engagement and motivation.

  • Adjustment of the cognitive pleasure and reward center for heightened learning.

  • Strengthened recall and other soft skills.

  • Facilitates better learner engagement.

  • Fosters positive behavior changes.

Examples of a gamified classroom setting, whether it be at the workplace or school, could include the following:

  • Grading backward, starting from zero instead of 100. Credits are added with each submitted assignment or a demonstration of understanding in a particular area, for example, until 100 gets reached. When that happens, the players get badges and have ascension on a leaderboard.

  • Players can use role-play, similar to a video game. It adds learning perspective by having viewpoints from different people with a different relation to a problem when learning a concept. It will also add to the game mechanic, narrative.

Alternatively, the following are examples of ways to gamify an eLearning platform:

  • Players create avatars and go through different simulation challenges which map to specific qualities needed to receive a reward. The scores after each task build up, so the player earns the bonus. High scorers display on a leaderboard.

  • Like above, for this example, players will use avatars. They journey along different learner paths. They must answer a series of questions for various named real-life challenges. The more skillful a player becomes on his or her track, the fewer lifelines or learning aids are accessible, and the more immersive the learning experience becomes for the player.

Gamification may still be fairly new, but different industries are benefiting from its application in online communities, customer relations, and education among other uses. Researchers are steadily conducting studies to see how gamifying influences people’s social behavior, thought processing, loyalty, engagement, and learning. The creative and proper use of game mechanics motivates people to learn more, and it adds value to desirable outcomes of nongaming situations.

Another aspect of gamification involves using cryptocurrencies to reward the learner (customer) for taking micro-actions. For example, if the player/learner finishes 3 lessons per week, they could earn some crypto-token. This could be a rebate on their sales price, or could possible be exchanged for other goods or services

Neal Walters

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Neal Walters