A Gamification ScenarioPosted: November 25, 2013
Let me describe a scenario that i came across, of gamification changing the way one tends to interact with something. I have been playing, as i suppose a lot of you have been, sudoku for some time. I have a version of sudoku which is a straightforward one. You select the level of the puzzle you want to play, and it generates the puzzle for you, and you go ahead. It tracks the best times for completing puzzles with different levels of difficulty.
Some time back i got another version of sudoku which has puzzles at different levels of difficulty. The difference is that in this one, the higher levels of difficulty need to be unlocked. Only once you have solved the puzzles at easy level, with a particular best time, and some other parameters, does the medium, difficult, and super levels get unlocked. You cant just jump to a higher level puzzle.
The same game, with simple functionality included creates a different level of motivation to solve the puzzle less time. Earlier, i wasnt too aware of the best timing for the different levels, but now, i was keeping track. And unlocking the level gave a sense of achievement. In short, i tended to look at two versions of the same game in different ways, and this was because of the small component of gamification introduced.
This is the impact of gamification, and this could be harnessed to create the motivation, engagement, and a sense of achievement, like in a game, in learning.