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               <th>[[Tendances_Technologiques|Tendances Technologiques]]</th>
 
               <th>[[Tendances_Technologiques|Tendances Technologiques]]</th>
 
               <th> / </th>
 
               <th> / </th>
               <th>Gamification<!--[[Tendances_Technologiques/Vehicules_Autonomes|Gamification]]--></th>
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               <th>[[Tendances_Technologiques/Ludification|Ludification]]</th>
 
             </tr>
 
             </tr>
 
           </table>
 
           </table>
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       <tr>
 
       <tr>
 
         <th>Status</th>
 
         <th>Status</th>
         <td>Translation</td>
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         <td>Published</td>
 
       </tr>
 
       </tr>
 
       <tr>
 
       <tr>
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       <tr>
 
       <tr>
 
         <th>Latest version</th>
 
         <th>Latest version</th>
         <td>Mars 10, 2020</td>
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         <td>April 9, 2020</td>
 
       </tr>
 
       </tr>
 
       <tr>
 
       <tr>
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   <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>
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   <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>
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     <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>
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     <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>
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     <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>
  
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