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Motivational - 6 views
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Identify a problem you might face in your future industry:
A problem a new learner could face in the Recording Arts Industry with regards to motivation and learning new
software is the speed at which software is upgraded and therefore, the antivirus has to constantly updated as well. Digital technology is so advanced that the software used to protect internet users would have to be created at very fast pace. The product would have to have such a design whereas people don't get discouraged with having to accomplish a meticulous task. Also, affordability could become an issue. The antiviral games intrinsic value would have to weigh out the cost and time needed to keep up with it. Time is often a money related issue. If the game is not appealing to the learner, they will not stay motivated to learn it. After the user masters the software, they may not have the time to teach other people even though the benefits outweigh the risks.
You can help resolve the problem by creating software that is appealing to people on different levels. The needs of the users have to be clearly relative to the goal of protection from the outside, like hackers. At different levels or speeds, the can be playing with persons at the same level as themselves, either cooperatively, alone or competitively. Preliminary challenges can help determine at what level of play they will find most enjoyable. Virtual awards can play a large part in motivating people to learn at their own pace. The challenges can be motivational to the user's sometimes if they are interactive although some people may choose to challenge themselves.
Learning New Software - 6 views
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Gamification Element #6 - Flow
It is important that the user be able to achieve the state of flow while trying to learn new software. The game has to somehow reward you at different levels. (Good example is a Full Sail student's transition from an old lap top to their MAC.) The goal is to become proficient enough not to have to think about it. (Makes the experience rewarding!) In order to do that, you have to get "absorbed into the activity." Playing a game that will help you learn the software involves the user taking control over the situation without getting frustrated.
In the future, a problem could be the inability to keep up with the constant upgrades and get discouraged if you can't keep up with the community. (Like not being used to "chat" and "diigo." The game has to acknowledge the learning process.
Gamification Element #13 - Motivational Design
The game has to be designed where the process of learning is journey at all different levels. Sound may also be motivating to the user. Usually, a beep would make you focus on what you were doing so sound is a factor in a game. Sound can be a tell tale sign of an intrusion like a "virus."
Gamification Element #21 - User's Needs and Goals
People participate playing the game because they "need" to know how the software will help them. Obviously, the common style is "technology" oriented and very fast paced. If you get stuck, you have to learn the element before moving on to the next level. You're obviously playing with people like yourself who both enjoy and use computers in their life.
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Since their are these four player types, the antivirus challenges have to be specifically detailed for each type before interaction in the game. There has to be a generic challenge, preliminary process, that segregates the users beforehand. A person may not think they fit into one of those types when in fact, by theory, they do. This could create a feeling of boredom because it's not rewarding to them. Knowing these four types is essential information for designers however, this gamification element may need further analysis in order to create software that is both generic and industry specific.