Changes

no edit summary
Line 18: Line 18:  
               <th>[[Tendances_Technologiques|Tendances Technologiques]]</th>
 
               <th>[[Tendances_Technologiques|Tendances Technologiques]]</th>
 
               <th> / </th>
 
               <th> / </th>
               <th>Gamification<!--[[Tendances_Technologiques/Vehicules_Autonomes|Gamification]]--></th>
+
               <th>[[Tendances_Technologiques/Ludification|Ludification]]</th>
 
             </tr>
 
             </tr>
 
           </table>
 
           </table>
Line 25: Line 25:  
       <tr>
 
       <tr>
 
         <th>Status</th>
 
         <th>Status</th>
         <td>Translation</td>
+
         <td>Published</td>
 
       </tr>
 
       </tr>
 
       <tr>
 
       <tr>
Line 33: Line 33:  
       <tr>
 
       <tr>
 
         <th>Latest version</th>
 
         <th>Latest version</th>
         <td>Mars 10, 2020</td>
+
         <td>April 9, 2020</td>
 
       </tr>
 
       </tr>
 
       <tr>
 
       <tr>
Line 67: Line 67:  
</ul>
 
</ul>
   −
<p>Autonomous</p><p>Early gamification strategy motivated their players using rewards such as points, achievement badges, levels or virtual currency. These strategies increase the visibility of accomplishing tasks in order to encourage their players to compete with one another via the use of leader boards.</p><p class="inline expand mw-collapsible-content"> The concepts has enormous potential for business to engage their customers and to motivate their employees, but most gamified applications fail to incorporate business objectives with game design elements.</p><p> As Brian Burke, the research vice president at Gartner, mentioned: “Most attempts at gamification currently miss the mark due to poor design, but successful and sustainable gamification can convert customers into fans, turn work into fun, or make learning a joy. The potential is enormous.”<ref> techopedia (n.d.) <i>[https://www.techopedia.com/definition/2787/memory Memory]</i>Retrieved from techopedia</ref></p>
+
<p>Early gamification strategy motivated their players using rewards such as points, achievement badges, levels or virtual currency. These strategies increase the visibility of accomplishing tasks in order to encourage their players to compete with one another via the use of leader boards.</p><p class="inline expand mw-collapsible-content"> The concepts has enormous potential for business to engage their customers and to motivate their employees, but most gamified applications fail to incorporate business objectives with game design elements.</p><p> As Brian Burke, the research vice president at Gartner, mentioned: “Most attempts at gamification currently miss the mark due to poor design, but successful and sustainable gamification can convert customers into fans, turn work into fun, or make learning a joy. The potential is enormous.”<ref> techopedia (n.d.) <i>[https://www.techopedia.com/definition/2787/memory Memory]</i>Retrieved from techopedia</ref></p>
      Line 119: Line 119:  
   <h4 class="inline expand mw-collapsible-content">Motivation:</h4>
 
   <h4 class="inline expand mw-collapsible-content">Motivation:</h4>
 
    
 
    
   <p> class="inline expand mw-collapsible-content"The third part is the key aspect of Gamification: motivation. In psychology, there are two types of motivation: intrinsic and extrinsic. Intrinsic motivation is derived from our core self such as autonomy, curiosity, learning, etc. Extrinsic refers to external desire such as money, trophies, etc. Motivational drivers are based on what motivates people and can be used to design engaging experiences. Here is a short list of motivational drivers:</p>
+
   <p class="inline expand mw-collapsible-content">The third part is the key aspect of Gamification: motivation. In psychology, there are two types of motivation: intrinsic and extrinsic. Intrinsic motivation is derived from our core self such as autonomy, curiosity, learning, etc. Extrinsic refers to external desire such as money, trophies, etc. Motivational drivers are based on what motivates people and can be used to design engaging experiences. Here is a short list of motivational drivers:</p>
    
<ul>
 
<ul>
Line 188: Line 188:  
     <li><b>Sense of autonomy and recognition:</b> While work is not voluntary and gamification is not play, giving employees the power to choose for themselves how they would like to utilize gamification instills a sense of autonomy and choice. This ability creates a deeper and more meaningful engagement and motivation. Research shows that status in the workplace is just as important as financial rewards. In other words, gamification is a great way to see who is performing especially well, and who made progress.<ref> techopedia (n.d.) <i>[https://www.techopedia.com/definition/2787/memory Memory]</i>Retrieved from techopedia</ref></li>
 
     <li><b>Sense of autonomy and recognition:</b> While work is not voluntary and gamification is not play, giving employees the power to choose for themselves how they would like to utilize gamification instills a sense of autonomy and choice. This ability creates a deeper and more meaningful engagement and motivation. Research shows that status in the workplace is just as important as financial rewards. In other words, gamification is a great way to see who is performing especially well, and who made progress.<ref> techopedia (n.d.) <i>[https://www.techopedia.com/definition/2787/memory Memory]</i>Retrieved from techopedia</ref></li>
   −
     <li><b>Helps learning and training specific skills</b> Gaming elements lead to a more engaged learning experience that facilitates better knowledge retention because it provides an effective and informal learning environment. The results provide instant feedback through points and Leaderboard areas enabling employees to compare their benchmarks with theirs from before and to other individuals.<ref> techopedia (n.d.) <i>[https://www.techopedia.com/definition/2787/memory Memory]</i>Retrieved from techopedia</ref></li>
+
     <li><b>Helps learning and training specific skills:</b> Gaming elements lead to a more engaged learning experience that facilitates better knowledge retention because it provides an effective and informal learning environment. The results provide instant feedback through points and Leaderboard areas enabling employees to compare their benchmarks with theirs from before and to other individuals.<ref> techopedia (n.d.) <i>[https://www.techopedia.com/definition/2787/memory Memory]</i>Retrieved from techopedia</ref></li>
 
</ul>
 
</ul>
  
262

edits