Gamification has
been shown to relieve stress and clear the brain of distractions.
“If you play Angry
Birds or some other game on your mobile or laptop, you are not thinking
about what you are making tonight for dinner. You are thinking about what is
going on in the game,” she says.
incorporate learning in that
experience, it causes a hyper focus on the key learning point.”
Some in the field of brain science are finding that multitasking is actually detrimental to task-quality. In other words, each additional task you undertake decreases the quality of your focus on all tasks exponentially and therefore decreases each resultant product. Hyperfocus for limited periods may be much more inline with the way the brain wants to work.
on a psychological level, losses can be
twice as powerful as gains
Individuals will keep playing
relieves cognitive overload
forges an emotional connection
individuals would rather avoid losses than acquire
equivalent gains.
an individual would prefer to not lose $5, as opposed to finding $5.
Users who earn or receive awards as a result of gamification do
not want to lose them and, thus, will continue playing in order to retain them.
Like sonic the hedgehog losing rings? I like it. On the other hand, what about the evil of our day: microtransactions? Where does that come into play and what are the risks of abuse by designers of gamification in education?