Discover the surprising difference between achievement and completion in gamification, with tips based on Bloom’s Taxonomy.
Step | Action | Novel Insight | Risk Factors |
---|---|---|---|
1 | Determine the learning objective | When designing a gamified learning experience, it is important to clearly define the learning objective. This will help determine whether an achievement–based or completion–based approach is more appropriate. | Failing to clearly define the learning objective can result in a poorly designed gamified experience that does not effectively engage learners. |
2 | Choose the appropriate approach | Achievement-based learning focuses on rewarding learners for reaching specific milestones or goals, while completion-based learning rewards learners for finishing a task or course. Consider the cognitive processes involved in the learning objective to determine which approach is more appropriate. | Choosing the wrong approach can result in a demotivating experience for learners. |
3 | Incorporate motivation techniques | Gamification relies heavily on motivation techniques to engage learners. Consider incorporating elements such as leaderboards, badges, and rewards to motivate learners to achieve their goals. | Overuse of motivation techniques can lead to a superficial experience that does not effectively engage learners. |
4 | Assess knowledge acquisition and skill development | Use assessment methods such as quizzes, tests, and simulations to measure learners’ knowledge acquisition and skill development. Incorporate feedback mechanisms to provide learners with immediate feedback on their progress. | Failing to assess learners’ progress can result in a gamified experience that does not effectively reinforce learning. |
5 | Track progress | Use progress tracking to help learners visualize their progress and stay motivated. Consider incorporating progress bars or other visual aids to help learners see how far they have come and how much further they have to go. | Poorly designed progress tracking can be demotivating for learners. It is important to strike a balance between providing enough information to motivate learners and overwhelming them with too much data. |
In summary, when designing a gamified learning experience, it is important to clearly define the learning objective and choose the appropriate approach (achievement-based or completion-based) based on the cognitive processes involved. Motivation techniques such as leaderboards and rewards can be effective, but should be used in moderation. Assessment methods and feedback mechanisms are crucial for reinforcing learning, and progress tracking can help learners stay motivated. It is important to strike a balance between providing enough information to motivate learners and overwhelming them with too much data.
Contents
- What is Achievement-Based Learning and How Does it Differ from Completion-Based Learning?
- Using Bloom’s Taxonomy to Enhance Knowledge Acquisition and Skill Development
- The Importance of Feedback Mechanisms in Encouraging Progress Tracking in Gamification
- Common Mistakes And Misconceptions
What is Achievement-Based Learning and How Does it Differ from Completion-Based Learning?
Step | Action | Novel Insight | Risk Factors |
---|---|---|---|
1 | Define learning outcomes and objectives | Achievement–based learning focuses on mastery of skills and achieving specific learning outcomes, while completion–based learning focuses on finishing tasks or assignments | Risk of not clearly defining learning outcomes and objectives, leading to confusion and lack of direction |
2 | Implement a goal-oriented approach | Achievement-based learning emphasizes setting and achieving goals, while completion-based learning may not have a clear goal in mind | Risk of setting unrealistic or unattainable goals, leading to frustration and demotivation |
3 | Provide feedback mechanisms | Achievement-based learning requires frequent feedback to track progress and adjust learning strategies, while completion-based learning may not prioritize feedback | Risk of not receiving feedback, leading to lack of improvement and disengagement |
4 | Personalize the learning experience | Achievement-based learning allows for personalized learning experiences based on individual needs and preferences, while completion-based learning may have a one-size-fits-all approach | Risk of not catering to diverse learning styles and needs, leading to disengagement |
5 | Emphasize self-directed learning | Achievement-based learning encourages self-directed learning and taking ownership of the learning process, while completion-based learning may rely on external motivation | Risk of not providing enough support or guidance for self-directed learning, leading to confusion and lack of progress |
6 | Implement a continuous improvement process | Achievement-based learning emphasizes continuous improvement and refinement of skills, while completion-based learning may not prioritize ongoing learning | Risk of not adapting to changing needs and skills, leading to obsolescence and lack of growth |
7 | Use competency-based education and performance assessment | Achievement-based learning focuses on demonstrating competency and mastery of skills through performance assessment, while completion-based learning may rely on completion of tasks or assignments | Risk of not accurately assessing competency and mastery, leading to false sense of achievement or lack of recognition for actual achievement |
8 | Foster cognitive engagement | Achievement-based learning emphasizes cognitive engagement and critical thinking, while completion-based learning may prioritize rote memorization or surface-level understanding | Risk of not developing deeper understanding and critical thinking skills, leading to lack of transferable skills and application in real-world situations |
Using Bloom’s Taxonomy to Enhance Knowledge Acquisition and Skill Development
Step | Action | Novel Insight | Risk Factors |
---|---|---|---|
1 | Identify the learning objectives | Learning objectives are specific and measurable statements that describe what learners should be able to do after completing a learning activity. | Not having clear learning objectives can lead to confusion and lack of direction in the learning process. |
2 | Determine the cognitive, affective, and psychomotor domains | Bloom’s Taxonomy categorizes learning objectives into three domains: cognitive, affective, and psychomotor. | Neglecting any of the domains can result in an incomplete learning experience. |
3 | Choose higher-order thinking skills | Higher-order thinking skills involve critical thinking, creative thinking, and problem-solving. | Focusing only on lower-order thinking skills can limit the depth of learning. |
4 | Design the curriculum | Curriculum design involves selecting instructional strategies and assessment methods that align with the learning objectives and domains. | Poor curriculum design can lead to ineffective learning outcomes. |
5 | Integrate technology | Technology integration can enhance the learning experience by providing interactive and engaging activities. | Over-reliance on technology can lead to a lack of personal interaction and hands-on learning. |
6 | Use active learning techniques | Active learning techniques involve learners in the learning process through activities such as group work, discussions, and simulations. | Passive learning can result in a lack of engagement and retention of information. |
7 | Evaluate learning outcomes | Evaluation of learning outcomes involves assessing whether the learning objectives have been met and identifying areas for improvement. | Neglecting evaluation can result in a lack of accountability and improvement in the learning process. |
The Importance of Feedback Mechanisms in Encouraging Progress Tracking in Gamification
Step | Action | Novel Insight | Risk Factors |
---|---|---|---|
1 | Incorporate feedback mechanisms | Feedback mechanisms are essential in encouraging progress tracking in gamification. They provide learners with information on their performance, which helps them identify areas that need improvement. | Feedback mechanisms can be overwhelming if not properly designed. They can also be demotivating if they are too critical or not specific enough. |
2 | Use self-assessment tools | Self-assessment tools allow learners to evaluate their own progress and identify areas that need improvement. This helps them take ownership of their learning and motivates them to work harder. | Self-assessment tools can be unreliable if learners are not honest with themselves. They can also be demotivating if learners are too hard on themselves. |
3 | Implement leaderboards | Leaderboards allow learners to see how they are performing compared to their peers. This creates a sense of competition and motivates learners to work harder to improve their ranking. | Leaderboards can be demotivating if learners feel they have no chance of winning. They can also create a negative learning environment if learners become too competitive. |
4 | Provide performance feedback | Performance feedback helps learners understand how they are progressing towards their goals. It also helps them identify areas that need improvement and provides them with actionable steps to improve. | Performance feedback can be demotivating if it is too critical or not specific enough. It can also be overwhelming if learners receive too much feedback at once. |
5 | Use positive reinforcement | Positive reinforcement rewards learners for their achievements and encourages them to continue working towards their goals. This can be in the form of badges, points, or other incentives. | Positive reinforcement can be demotivating if it is not meaningful or if learners feel they are being rewarded for tasks that are too easy. It can also create a sense of entitlement if learners become too focused on the rewards rather than the learning itself. |
Common Mistakes And Misconceptions
Mistake/Misconception | Correct Viewpoint |
---|---|
Achievement and completion are the same thing. | While both terms may seem similar, they have different meanings in gamification and Bloom’s Taxonomy. Achievement refers to a specific goal or milestone that a player must reach, while completion means finishing an entire task or game. It is important to differentiate between the two when designing gamified experiences. |
Gamification only focuses on achievement-based tasks. | Gamification can include both achievement-based tasks and completion-based tasks, depending on the goals of the experience. Completion-based tasks can be just as engaging and rewarding for players as achievement-based ones, so it is important to consider both types of tasks when designing a gamified experience. |
Bloom’s Taxonomy only applies to traditional education settings. | While Bloom’s Taxonomy was originally developed for use in educational settings, its principles can be applied to any type of learning or problem-solving situation, including gamification. By using Bloom’s Taxonomy as a framework for designing challenges and activities within a game or app, designers can ensure that players are engaged at all levels of cognitive complexity. |
The ultimate goal of gamification is simply to motivate people through rewards and incentives. | While rewards and incentives are certainly important components of effective gamification design, they should not be seen as the sole purpose of the experience. The ultimate goal should be to create an engaging and meaningful experience that encourages players to learn new skills or behaviors in a fun way – with rewards serving as one tool among many for achieving this objective. |