Gamification

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Gamification

Workshops

We have run workshops on Gamification at pHealth 2013 in Estonia, and for NorskTipping. We will be offering more workshops in the future. If you are interested in a workshop (mostly in Norway) you can register here.

Active Projects

  • GAME-IT - Making a game about medical recommendations built on top of the MAGIC platform
  • GORAD - game of reading and discussion

Previous projects

  • DRISMO - a driving quality game on Android Mobile devices.
  • BarneByer - A suite of minigames for SOSbarnebyer to help promote supporting children in africa (Commercial)
  • Globe Island - A suite of minigames for education about the environment and natural sciences (Commercial)
  • Bingozine - Flash based magazine system with integrated Bingo games (Commercial)
  • EcoCity - Game designed to educate about new energy sources (Commercial)
  • Safe Kids - A game for teen mothers teaching about dangers in the home with the IPRU at Otago University
  • Eyetoy Rehab - Working with physiotherapists to develop an eyetoy based game interaction tool for rehabilitation for children

Regisitering projects

Gamification Checklist

Gamification Project registry

Recent publications on Gamification:




There are a lot of resources on the web:

Below we discuss some of the Gamification issues related to Gamifying Education.

Gamification of a Degree

As part of the Norwegian education system all degree courses should be able to list a set of student outcomes that match to learning objectives. Documents such as the ACM curriculum documents or the IGDA game development curriculum are often used as international standards.

These documents, and the formal course descriptions built on them use language and structures designed to meet the needs of administrators and review boards, not students. Course descriptions for students often use these academic documents as a foundation, and therefor do not engage students with language or metaphors which they understand.

The use of an RPG style character sheet will hopefully increase students motivation to understand the learning objectives by providing them in a recognizable format. The components of a classic Character Sheet are:

  • Description
    • Name, age, height, appearance, . . .
  • Core Skills
    • Strength, dexterity, constitution, intelligence, wisdom and charisma.
  • Equipment
    • Armour, weapons, magical clothing.
  • Learned skills
    • Weapon skills, fighting skills, adventuring skills, sundry skills.
  • Magical abilities
    • Spells, potions, scrolls.

We can alter these somewhat but the goal is to present the components of the degree in similar ways. The categories matching those above are:

  • Description
    • home town, dialect / languages spoken, appearance.
  • Talents
    • General Health, Problem solving, Learning Style (assessed using the VARK scale), Leadership, Personality type (assessed using * * Myers Briggs etc), cleanliness.
  • Equipment
    • Computer, Software, mobile phone, other electronics.
  • Learned skills
    • Programming, Graphics, AI, OS, Algorithms, Math, Game Design, SE.
  • Networking
    • Social networking activities, company contacts, open source projects, competitions.


As students develop skills in particular areas they can mark of the level they have achieved. This provides a familiar model for the development of skills, and provides the student with an overview of both what is expected and what is possible. The character sheet also provides an opportunity to recognize the secondary skills that are vital as part of a degree, but which do not fit into any particular subject area. Participating in the development community by entering competitions, working on open source projects, working on summer projects, or related disciplines are important parts of becoming a well rounded graduate. This is also very useful in situations where it is not possible to add a full course on a topic.

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