When you get users to compete and collaborate as part of something bigger, it in-
creases the stakes, adds another level of accountability and is a dynamic motivator.
So, in team games must be considered separately the mechanics that influencing the
team (win projects, group scores, etc.) as well as the mechanic is that influencing the
individual (motivation, positive reinforcement, etc..). In a best-practice implementa-
tion, a user’s individual achievement should be rolled up under the group or team’s
success and highlighted in inter and intra group leaderboards and news feeds.
Table 2. Proposal of recommended game mechanics to be used in educational materials.
Game Mechanic Description
Collection
It exploits the human characteristic of "collector", all are or have been collectors of
something: books, records, pictures, movies, etc.
Points
It is the most used mechanical, in real life we handle sports scores, grades in school,
etc.. We reward or punish through the points given or removed, respectively. Points
are a running numerical value for a single action given or a combination of actions.
Compari
ons and
classifications
(leaderboards)
It exploits the social component, the effort is compared with other users and / or other
types of classifications (global, local, etc..). Leaderboards give users the
feeling of “fame” and “status.” They also give users the chance to compete and
compare with other members or players.
Levels
The levels are related to the user experience or level of expertise (expert users, be-
ginners, etc..). Karate belts, job titles, and frequent flyer programs are just some of
the examples. They are to shorthand indicator of status in a community and show that
you should be afforded respect for your accomplishments.
Status
Status is the ranking or level of a player, related to the scores obtained by users, users
are motivated to achieve a high status.
Feedback
People are used to receiving feedback on their actions, it is important to reward
positively and provide information to the user about his condition, the environment,
and their achievements. For example, showing the progression in which the success is
granularity displayed and measured through the process of completing tasks. Or
giving rewards to motivate users: points, badges, trophies, virtual items, unlockable
content, digital goods, etc.
Achievements
Achievements are a virtual or physical representation of having accomplished some-
thing, usually considered “locked” until the user have met the series of tasks that are
required to “unlock” the achievement, for example virtual coins, medals or badges.
Epic meaning
Players will be highly motivated if they believe they are working to achieve some-
thing great, something awe-inspiring, something bigger than themselves. Examples of
this mechanic applied to education could be, the fight to save the planet while they
are learning about the environmental care.
The best way to approach this is with a standard ranking system. Once you have
identified the actions for environment, system or activity, you will want to rank them
in order of value. Start with the least valuable action and give it a factor of ‘1.’ Work-
ing from there, assign relative values to everything else.
So, you can use different kinds of point for different purposes and activities, for
example: basic points (usually earned by participation and spendable on virtual or
physical goods), experience points (earned by participation, constantly increasing and
the point total is never deducted, not spendable), premium points (only for some spe-
cial action, spendable on “premium” virtual or physical goods). Once they reach a set
number of points, they progress on to the next designated level. Alternatively, another
option is a hybrid approach, mixing points and tasks to allow the users to progress.
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