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Demystifying Gamification Course

Gamification is often seen as a "get rich quick" approach to training. These attitudes have lead to a lack of progression of the science behind gamification, along with a misunderstanding of it's function, purpose, and application. This course is designed to crack those codes and lead to better design and application.

Course Tags: Instructional design, gamification, motivation, collaboration, games

Gamification is often seen as a "get rich quick" approach to training. These attitudes have lead to a lack of progression of the science behind gamification, along with a misunderstanding of it's function, purpose, and application. This course is designed to crack those codes and lead to better design and application.

Instruction is the story from the "Spawn Point" where you build on the "Lore" and engage with all the "Secret Chests" and side quests. The more you learn, the sense of confidence you gain to take on the "Final Boss"

Course Tags: Instructional design, gamification, motivation, collaboration, games

Course Overview

About the Course

Welcome to Demystifying Gamification! This foundational course will help you understand gamification's roots. It will also help you develop the knowledge and skills needed to identify what elements make a gamified course, what the myths and misconceptions are, and identify when to use it in future trainings. First click, "Click Here To Hear From Your Instructor" link above to get an overview of the course. After that, click "LAUNCH" on the first module below and proceed through the course. Over time, you will be instructed to complete mini-quizzes, discussions, a mini-game, and other objects. As you progress through the course, you will become familiarized with the terminology, different gamified learning environments, and rounding out the course in a gamified project for your own work center.

 

Throughout the lessons in this course, the following textbook will be consistently utilized:

 

Sheldon, L. (2020). Multiplayer classroom: Designing coursework as a game. CRC Press.

 

Supplemental:

Sheldon, L. (2020). Multiplayer classroom: Game plans. CRC Press  (This can be a companion as far as UI/UX in design itself, but not required)

Course Outcomes

This course will cover the foundations of gamification by teaching the basic terminology, its aesthetics, motivation of the learner, and identifying the myths surrounding this theory of study.

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Learning should be fun and engaging no matter the age, race, or gender of the participant. This theory is designed as a tool in the toolbox, which emphasizes knowing your participants will allow you to know what tool to use for training.

Biblical Application

As Christians, everything we do is for Him and His glorification. Taking a biblical lens into account in how we deliver instruction is incredibly important as Christian educators. During his ministry, there was a common theme with Jesus: this author often refers to Him as the "Master Teacher." With His famous "Sermon on the Mount" from Matthew 5 (English Standard Bible, 2001/2016). The way He delivered the sermon, His instruction, and how He interacted with His followers. Various scriptures consistently call upon sound, Godly instruction, and compliance with His design. As Christian instructional designers, it is our calling to bring those instructional traits forward.

 

Similarly to the Bible, this course starts from the beginning with the foundations of Gamification and builds upon that foundation like building a house. You set your concrete slab and ensure it is sound, then the walls, the roof, and finally you add the windows to look in and out before you add the personal touches of home.   

Glossary of Terms

Gamification, Immersive Virtual Reality Game, Augmented Reality Game, Achievements, Game Master, Massive Multiplayer Online

Lesson 01

Spawn Point

Welcome to the course! You will get introduced to the foundations of gamification and basic terminology.

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Lesson 02

Lore of Gamification

Taking a closer look into the aesthetics of gamification will allow you as the designer, to get to know your learners and how understanding what attracts the learner to engage in activities can determine how you can create effective engagement.

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Lesson 03

Secret Chests

Here we will dive into the nuances of gamification by addressing some of the myths and misconceptions.

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Students will continue to work on gamifying their current trainings, complete mini-quiz, reviews, and reflection.

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Lesson 04

Final Boss

This is the moment you have been waiting for. You will present your gamified trainings to your fellow classmates, review these concepts with a Jeopardy game, and complete a final exam.

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About

Christina Bardine is a Ph.D. student at Liberty University studying Instructional Design and Technology. She has a niche focus on Gamification in training and education environments. She currently holds a Master of Education in Educational Technologies from Liberty University, as well as Bachelors of Science in Business Administration from the University of Phoenix. She is also a United States Air Force veteran of 10 years with deployment experience and a focus in Dental Assisting with functional roles in administration, education, and training.

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