A Gamification Scenario

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.


Social Marketing & Games

If you think social media is only for technology companies, think again. Heres a look at how Danone use social media to change the image of the Activia brand.

As you can see, its all about engagement. Now, i am not a marketing person, so i wont even try to look at that aspect of things, but another interesting aspect of this is the fact that the campaign was played out as a game. Users would go through a series of Activia challenges designed to create more engagement of users with the brand. One of the aspects which probably would help to create a buzz around the campaign would be the component of the challenge which would give users a sense of achievement have having crossed different levels of the challenge.

Now, this campaign could also have been run as a series of activities, probably the same set of activities, seemingly unconnected to each other (think activity of the week). The series of challenges, like the levels in a game, leading to the final event creates the level of excitement among users at crossing levels, at reaching the next level. This creation of a continuum of levels into “higher” levels brings with it the engagement which the brand needs, and gives a good illustration of the effect of gamification on activities, whether they be marketing or learning.


Learning

I have been having discussions with some friends about the gamification of education, and one theme which is coming out is the question … What about learning for the sake of knowledge? After all, with gamification, we are changing the process of learning into achieving some sort of recognition, whether it be in the form of peer recognition, or in the form of reaching some levels in the game model. So some folks are asking whether we shall be able to retain the ideal of learning ofr the sake of learning, of getting to know the world around us.

This, i feel, is an important question. But the answers are not too difficult to find. After all, today the way education is looked at is from the prism of exams, and the marks a student gets in these exams. Arent these marks also a form of recognition? If they are, and i feel so, then maybe its a better idea to change the form of recognition which is inherent as a part of the system to a form which is more fun, and which creates real motivation to learn. After all, how many of us studied in school with the aim of learning for the sake of learning?

Another aspect to understand here is that in schools, students need to learn a wide variety of subjects, from maths and science to history, and the arts. Is it really a fact that students would have an interest in all these subjects? After all, learning for learning’s sake happens when you have an inherent interest in a particular subject, which pulls you to study that subject. This means that learning for learning’s sake typically happens in one or two subjects. On the other hand, in school, students are not meant to be learning only one subject, but rather, gain an appreciation of, and learn about, the world around, which encompasses many subjects, and this is why it isnt possible for teachers to grab the attention of students for everything they teach.

So while i feel there is importance in the ideal of learning for the sake of learning, this can happen only when people have matured and have understood what they feel pulled towards. In schools, it is theoretically impossible for this to be achieved, and this is why gamification, or creating the framework for education which makes it more engaging is very important. After all, how will the child know what interests him unless he or she is exposed to all the different subjects, and this is achieved by the education which is given at schools.