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GAMIFYING EDUCATION: A PROPOSED TAXONOMY OF SATISFACTION METRICS
Ist Teil von
eLearning and Software for Education, 2012, Vol.8 (2), p.345-350
Ort / Verlag
Carol I National Defence University Publishing House
Erscheinungsjahr
2012
Link zum Volltext
Quelle
EZB Electronic Journals Library
Beschreibungen/Notizen
This paper considers several popular modalities of electronic games, serious and otherwise,
and outlines the reasons why some are successful and some are not at the task of retaining the attention
of their core audience. In order to accomplish this task, a taxonomy of satisfaction metrics for end-users
is proposed based on modern trends in electronic entertainment. A new approach is needed in order to
account for dramatic changes in the electronic gaming landscape wrought by the explosion of mobile
gaming on one hand and social gaming on the other. Two main modifications to the taxonomy
incorporate social obligations as a motivating factor separate from a desire to socialize in and of itself
and consider the importance of feedback both in light of Fogg’s work (Persuasive Technologies, 2010)
and Shneiderman’s well known eight rules of interface design and related work. This taxonomy is then
correlated to previous advances in this field of study, such as Fogg’s Behavioral Model and Bartle’s
quartet of gamer archetypes. The taxonomy, thus improved, is demonstrated by using it to examine
exemplars of the various categories of game now popular or being created. The analyses conducted
lead to ways in which the current approach to serious game design methodology can be modified and
possibly improved. This paper then examines specifically how this new methodology may be best
employed in the field of e-learning. Of special interest is gamifying presence and distance learning
supported by traditional e-learning materials and doing so both effectively and with few resources.
Finally, the paper presents a discussion on the means and methods which may be used to verify the new
taxonomy and its applicability to the field of gamification.