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Week 002

This document provides a summary of key concepts in gamification and game dynamics that can be applied to learning experiences. It discusses various formats like racing, escaping, collecting resources, using mystery and discovery, implementing strategy, and allowing for construction and creating. Some examples given include racing games to recall information quickly, escape games for stressful situations, collecting facts as resources to win, providing incomplete information to generate discovery, and games like Mindcraft that allow building. Guidelines are provided for each dynamic, such as clearly defining rules for racing, using questions to drive learning with mystery, and allowing flexibility and time for construction. The overall message is that applying common game mechanics can help make learning more engaging.

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Regine Vega
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0% found this document useful (0 votes)
234 views32 pages

Week 002

This document provides a summary of key concepts in gamification and game dynamics that can be applied to learning experiences. It discusses various formats like racing, escaping, collecting resources, using mystery and discovery, implementing strategy, and allowing for construction and creating. Some examples given include racing games to recall information quickly, escape games for stressful situations, collecting facts as resources to win, providing incomplete information to generate discovery, and games like Mindcraft that allow building. Guidelines are provided for each dynamic, such as clearly defining rules for racing, using questions to drive learning with mystery, and allowing flexibility and time for construction. The overall message is that applying common game mechanics can help make learning more engaging.

Uploaded by

Regine Vega
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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EUTHENICS 2 (SHORT QUIZ 001)

Questions:
1. Intrinsic – motivation emerges from the learner mastering new content, the

feeling of accomplishment and having a sense of control over own actions.

2. Scaffolding – refers to the application of strategic and techniques to move a

learner from his or her current level knowledge to the next logical level.

3. True – One of the techniques of scaffolding is providing hints or clues to learners

when they get stuck.

4. Learner fatigue – refers to the state wherein the learner can get overwhelmed

and the learning process slows down as a result because of the amount of content

at the same time.

5. True – Points and reward system is an example extrinsic motivation.

6. Autonomy – is an element of self-determination theory where people are

motivated when they feel they have a sense of control and are able to determine

the outcome of their actions.

7. False – Cramming can work long term memory if well done well.

8. False – If the gamification effort becomes too focused on learning, the

motivational and engaging aspects of the game will remain.

9. Intrinsic – The use of feedback, sense of accomplishment and self-confidence.

10. Episodic Memory - refers to the memories or recalled information tied to strong

emotions, this contains information about life experiences.


AMAU-ONLINE (EUTHENICS 2)

Week 002 – Lesson 4:

TOPICS:

Race and Escape

- Effective gamification where required understand the dynamics that underly games.

Importantly:

- Think about previous game experiences that incorporate dynamics.

- Consider how applying game dynamics can be learning more game like.

Format of Gamified Learning Experiences:

Simple race format – it contains 1 or more individuals competing to cross some type
of finish line where competing be the first person to complete task or mission.

Racing format is a Escape format – in this format learners or players are moving
away form the danger rather to tore the finish line or conclusion.

Forbidden Island – is a cooperative game

Examples:

- Racing games are good for quick and recall of information.

- Escape games are good for stressful real-life situations.

When Using Race or Escape Formats:

- Clearly define if learners are racing or escaping

- Establish clear rules

- Decide if there are incremental winners

Racing or Escaping are powerful motivational format for your gamified learning event.

Collecting, acquiring, and allocating resources

- are all variation of the game dynamic that can be used in gamification learning.

In the gamified learning examples:

- facts, concept, or other pieces of knowledge to win.


- the collecting of pieces of the knowledge overtime prepares the person for the
professional winners.

Resource or Territory Acquisition

- is similar to collecting but involves in acquiring and taking items for others, for various
games mechanism.

Allocating Resources

- is one a player has limited manner of a resources.

When Collecting, acquiring, and allocating resources.

- Use them in combination

- keep the rule as possible to help avoid confusion and to clarify what can be treated of
acquire or collected.

- Ensure you have the right amount of resources

Mystery and discovery

- A common and popular format for many games is the element of mystery.

Examples of the game using mystery:

- Board game clue and in this game the player may solve the mystery of the murder the
player must go to room to room on the game board collecting evidence to make
proclamation of who actually committed to the murder. The entire premise of this game
is to solve the mystery,

- People don’t like “open loops.”

- A Mystery is create unknown situations drawn in the learner and encouraging to make
the unknown “known”

- So learner must be motivated ang engage because don’t want to happen loop

Several ways to create mystery with the gamified environment:

- Start with questions – Often in the learning environment instructions start with the
learning objective such as you are learned 3 effective leadership trait. Opportunely A
learning objective is a close loop and does pull the learner and a better method is start
with the question such as do you the top 3 leadership traits? This an a “open loop” the
learner now wants to discover if he or she knows the top 3 traits are?
- Provide incomplete information – the learner encounter some of the content needed
for success but not all the content, the learner can then discover the necessary
information searching for the specific location going to uncertain ques if the information
is reveal or by collaborating by other learner.

When Using Mystery and Discovery

- Use questions to drive the learner through the content.

- Make it clear that the answers or information the learner seeking can be found in the
content if we do know what to look.

- Space the clues and information out profusely, so the learner is discovered clues or
information at ferly regular intervals, and good spacing its important.

The idea of solving a mystery or solving a new information it’s good for any job and task
when the learner is have to do some type of investigation to find the root a problem or
to make decision based on what they discover.

Strategy games – is a popular type of game that inquires players to out with and out
mano bear players to careful decision making planning several moves we had and
attempting to predict outcomes.

- The best known strategy games is a chest where 2 player moves pieces when several
capabilities around the board and may attempt to check the opponent.

- The other strategy game is stratego original in this games 2 players establish and
obstructed battle field with marshals, minors, bumps, carnal, scars, and other military
position, the goal of this game is to capture your opponent flag which is Hignett inside of
the board the game requires a depends strategy which involve determining where the
opponent has hidden their flag, the game also includes the concept of incomplete
information and discovery.

- One of the best known computer strategy games is sidmeries civilization series the
game includes the concept of strategic thinking in turn to the activities of the player
which revolve around exploring, expanding, exploding and exterminating exponent. The
game offers multiple pulse victory including the pulmasy, culture, economic and military
victory among others the idea is to strategies the method of conquering the world

- In the gamification learning examples a learner may be strategies to successfully


complete the gamification experience for example the situation may be engineered when
a learner needs makes a series of difficult decisions based on the economic strategy, a
marketing strategy or combination of the strategies.
- The Original Star tic series “Kobe Arche Moro” is the test to see how starship captain
reacts to the difficult situation, the test involves situation where spaceship the Kobe
Arche Moro has travelled into the forbidden zone the cling on neutral zone, and any
starship attempting a rescue when violation of a piece trade and be attack but the
starship captain does nothing, all the people on the Kobe Arche Moro will die. The test is
the decision let the clue ship die or risk in the collated war.

When Using Strategy Based on the Gamification Strategy Events:

- Include trade offs

- Establish situations that require making predictions

- Reward learners for correct predictions

- Reveals information slowly

- Provide knowledge or information that Help the learner navigate complexity and
relationships among variables.

- Reward learner for the developing solutions

Constructing and creating

Several game example:

- The Classic Board game mouse strap in that game players works together to build
overly complex and complicated mouse strap by lending in the build spaces and creating
part of a trap.

- The video game example is a Mind Crap in this electronic game players are able to
build all type of things out of texture cubes in the 3D world, the cord game played
revolves around placing and breaking box, A box range from the grid and represents
different materials like urge, dirt, stone, three trunks and even water.

- The other example of constructing games is roller coaster tycoon in this electronic
game the player task is to build and maintain a successful amusement park to achieve
success the player has the ability to place rides in the park merogon round and Ferris
wheels as well as other rides, the player also have a doe to build a roller coasters. The
roller coaster can be costume build by the player, The player may can choose the type
of track the curve of the track and other elements to create a roller coaster they desire.

- A Virtual 3D World version of the construction game is second life, a second life is a
player provided the land and tool kit to build their own instructors vehicles and even
closed base on building blocks they called prints, prints are short to be primitive which is
basic gematric shape.

- In learning examples building instructors can be used to teach mathematics, or


geometrical concepts, a instructors have even has a student trait essay or stories about
the creation they develop in mind crap.

When Thinking about Building or Construction

- Provide opportunities for learners to share their creation in public space

- Provide simple and specific instruction for basic building

- Allow flexibility in what can be build

- Provide plenty of time for the building process

Building and constructing is a engaging process people like to view and show up items
they created, adding the construction dimension to the gamification can be motivating
as learners where to create new instructors.

Pattern Recognition – This ability to recognize order in chaos or to see relationships


in disjoined information. Pattern can be found in ideas, concept, serious of words,
symbols, numbers, and images can be also be found a behavior, economics and
historical events and every discipline pattern are crucial for predicted the future
estimating right course of action and determining the diagnostic steps. Engineers use
patterns to create object, Psychologist used patterns to help patience, Lawyers used
patterns to help settle cases and researchers use pattern to help fight disease.

- A simple example of pattern recognition is “tik tac toe” in the game the player attempt
to align 3 axis or 3 ooze before the opponent can do the same this process is requires
the players to both focus on the pattern if he or she is trading as well as focusing the
pattern of the opposing player in tik tac toe if both players are depth in pattern
recognition the game end in the sell mate

- The same concept that can be carried in electronic game is popular candy crash the
goal of this game is to find other patterns and align different candies. A similar concept
is tetrace the players quickly is to align shapes to create solve aligns across the game
strain when solve align is accomplish the align is disappear and the pieces is closed to
the bottom

- Another none electronic version of pattern matching is connect 4 where players


attempt to check checker pieces of the vertical game board the player who connect 4
first wins the game.
- In teaching history a learner may to ask to identify the pattern of behavior of the
certain country or a group of country’s are led to learn conflict, adding pattern
identification and creation in the gamified learning events provides challenge to learners
motivational as a learner work to identify what makes in pattern.

When Thinking / Using about Pattern Recognition

- Start with simple patterns and work toward complex patterns

- Start with more tangible patterns and then work toward more abstract patterns.

- Provide multiple opportunities to recognize the patterns.

- Provide harder patterns for advanced learners

Pattern Recognition provide challenge and an opportunity to engage learners as they


work to see what they pattern or merge for the information or data provided to them.

Week 002 – Lesson 5: Elements of Gamification

Goals, rules, and objectives.

The important part of gamification learning and instructions

- Is to establish clear goals, the introduction of the goal is to purpose, focus, and
measurable outcomes. A goals provides the method of measuring the quality of gamified
interaction. In many gamified learning environment Goals are clear and visible both
figuratively and readerly.

The Goals is Primary Devise for determining

- The Level of effort

- Strategies

- Moves

- Who Wins

The goals sustain the game and keep the player moving forward, A Goals give a player
the freedom and autonomy to use different approaches and methods.

Goals Must be

- Well structed

- Sequenced to have meaning

- To motivate player to achieve their goals


- and to instructional term Incremental toward terminal goal and support that goal with
the serious and enabling objectives.

To help and sure that goal is fairly with the proper parameter

- Rules are established, this are rules indicating the maximum number of points that can
be earned, rules numbers describing how in school points, and rules indicating where is
lowerable and was not lowerable

The Operational Rules

- Rules that describe how gamification experience works.

The Learning Objectives

- What you want the learner to know, or be able to do, as a result of their gamification
experience.

When Developing Goals, Rules, and Objectives.

- Make sure your goals are clear and expulsed so everyone knows what they are.

- Make the rules a simple as possible so the learner may doesn’t confuse.

- Differentiate between the goals and objectives.

Goals, Rules, and Objectives are important foundation of elements in gamification and
needed to be carefully considered as part of the overall gamification effort.

Conflict, Competition, and Cooperation

Conflict – is a challenge provided by a meaningful opponent, to win a challenge the


player must be actively defeat the opponent and see who be the last player standing
Conflict can also be between a player and the environment it could be the elements of
the game attempt to troth of the player. In conflict the idea is to become a winner while
avoiding at lost at the hands of the opponent, In Educational Settings conflict is not the
most productive mean of motivating learners other choices are better.

One better choice is the concept of Competition

Competition – Occurs When the opponents are constrained from impeding each other
instead devote effort to optimizing their own performance. A common examples of
competition across in racing games two players race to the finish line and each try to go
is quickly as possible but they don’t inner fear with the other player. Winning is
accomplish by being faster cleaver or more skills than the opponents, and not by
inflecting harm by opponent.
The N- effect – Keeping the numbers of competitors relatively small or few for
optimum engagement.

- With a learning situations Cooperation is often a type of gamification environment that


most engaging and motivating for the majority of learners.

Cooperation – is the act of working with others to achieve a positive outcome. This is
the social aspect of games in gamification that many players enjoyed. Having learners
work together to achieve a learning goal or to compete against another teams can be
highly motivational because individual learners feel they are contributing to the larger
goal of helping their team, working together an achieving a goal is a winning states of
cooperative play.

- The game forbidden island uses cooperation as a strategy with all the players of this
game are working to each other to gather treasure and get off on the island before it
sinks.

- Educational Gamification often includes among teams but Cooperation of a players with
in each teams.

Remember:

- Competition and cooperation are the most instructionally effective

- Keep numbers of learners relatively small/few

- Foster Cooperation

- Team competition helps learners to develop a since of motivation, because they won’t
be their team down, they are working for their team and not just for themselves.

- A basic design in any gamification efforts start with the consideration of how learners
are interacting with one another.

Types of feedback

Conformational feedback – is designed to indicate the degree of “rightness” or


“wrongness” of a response action or activity. And also immediately informs the learners
if he or she did the right thing or the wrong thing or someone in the middle, but it
doesn’t tell the learner how to correct the actions.

Corrective feedback – feedback that’s guide the learner toward the correct
instructional outcome. If the learner did the wrong thing he or she will be prompted
guided or pointed to the more appropriate actions or activity. In the case of corrective
feedback with you open the door and the alarm enough. the game will flash the
message the game will alert the guards next time looks for open windows.

Explanatory feedback – this is a corrective, corrective feedback that also includes


relevant information about why an answer is incorrect. Explanatory feedback explains
the right answers it provides a details explanation to the learner with the explanatory
feedback.

Diagnostic feedback – feedback that attempts to diagnose why the incorrect response
was chosen. The attempts to correct comment misperception or ideas. With diagnostic
feedback with aspire adventure, the game may inform the learner that “yes” doors seem
like a natural options of entry into building. However not all doors are good entry points
to the buildings and some are alarm.

- The feedback would continue and tell the learner that in this case you failed to observe
the sign indicating the door was alarm, the sign you should look down for with small
worming labels and near by alarm belt.

Natural feedback – When the learner receives the same type of feedback he or she
would receive in the real world.

Artificial feedback – When the learner receives feedback in the form of text or an
explanation that would not be occur in the real world. Like flashing text above the door
says “do not enter”.

When Designing Feedback:

- Choose the feedback carefully by deciding how much feedback is required to move the
learner toward the learning goal.

- Determining the combination of one or more types of feedback is required.

- Often Consider mixing type of feedback through experience, Sometimes


Conformational Feedback is enough.

- Combine natural and artificial feedback.

Feedback is important element in gamification consider the different types of feedback


and which is best for the instruction you are providing.

Rewards and Achievements

Achievements and rewards – contributed to the engagement and motivational


learners, and also it is inter call part of gamification.
The question is: Should learners be rewarded for completing an activity, or should they
be rewarded for how well they completed it.?

Completion Achievement – Awarded to a leaner for simple completing a task. And


completion achievement it’s a variable and tells the learner a task can be finish but not
how they learner did in completing the task, no valuation of this skills is needed to
complete the task.

Measurement Achievement – Given to learner for completing a task to a certain


degree. The measurement can be against another learners performance, to learners own
performance or some standard set by game designers. A examples this is would be start
rating used in angry birds, which give the players a number of stars base on how well be
the level.

A measurement achievement can be likely to a feedback because it’s a valuative in


nature and a forms the learner how well or she/he is doing. The ligature regarding the
used of feedback in training and education indicates that feedback in a form of
measurement and achievements is beneficial to learners because it allows and to reflect
of their own performance and relations to goals they set to themselves.

Best Practices for Achievements and Rewards in Gamification:

- Use measurement achievements instead of completion of achievements to increase


intrinsic motivation through feedback.

- Don’t use too many rewards

- Use them to encourage replay ability

- Don’t make rewards random

Where implementing properly rewards and achievements can be a powerful affect on


motivating learners.

Points, badges, and leaderboards.

- The Points, badges, and leaderboards, such as Storytelling, Feedback Loops and
Mystery thus elements are important for helping to motivate and engage learners.

Points – Help a player to identify how far they have. Progressed through a gamification
experience. And points can be used through the variety of purposes within gamification,
they can be used to reward progress and correct answers, and can be away of achieving
social status by displaying them to others, in some cases they can be used to unlock
content and even spence as currency to attain virtual or even physical goods.
Leaderboard – It is a list of the top scores in the game, viewable by all players. And
also it provides a chance to socially interact in discussion around the game and around
the high scores.

Badges – Typically awarded for nonlinear accomplishments within a game. This can be
a scoring strict or can be for collecting item within the game that are essential for
winning or extra venti on the game, Badges can be encourage the players to explore the
game environment.

The 2 views of Badges:

- the one is easy to get as possible early in the game, so players are hook and one is
continuing playing.

- Avoid easy badges, giving a few badges early is okay, but too many is become a
meaningless.

When Using Points, Badges, and Leaderboards:

- Allow learners to choice their own friends to place a personalized leaderboards.

- Structure the leaderboards by territory or department to allow individual contributions


to a larger goal

- Create a simple points system

- Provide points for everything you are manage/ Use points for management

- Use points as currency to give learners more autonomy over how rewarded for their
effort

- Let learners display achievements to increase their motivation

- Use badges for nonlinear progress through content

Points, badges, and leaderboards can play key roles within gamification if applied
carefully and thoughtfully to the learning process.

Levels

The question is: How do you create gamification experience that appropriately
challenges players at multiple levels of expertise and experience?

- the answers is create a solution that is both easy and hard through the use of the
different level of entry. By providing an Easy, Intermediate, and Difficult levels of the
same game, more players are able to enjoy and partake in game play. Its easy to create
a harder levels first and then move on to create the middle level.
- Start by creating a difficult level, design for more experience players for faster bad
guys more challenging puzzles and less time to complete levels. And then move on to
create a novice level, where everything is slower and provide guidance and challenges
more manageable. The last is to Create the Intermediate Level, which is aim to the
middle level of the difficulty provide in a game space where most players well play, the 3
levels also increase the replay ability of the gamification effort.

Another 3 levels approach is to create a demonstration, practice and test mode with
each level providing different information and the different challenge.

Level 1, Demo Mode – this level is used provide knowledge and information and essence
the first level provides the instructions and teaching needed to perform the task, this
level is for someone who can complete nervous.

Level 2, Practice Mode – where the learners given guided and feedback or weather not
he or she performing the right task, this mode might provide errors, hints, and
instructions highlights and advice to the learner if he or she follows the procedure. This
level with give a enough help to guide the learner to achieving the goals.

Level 3, Test or “Free Play Mode” - where the learners not giving any guidance they
just have to play the game independently either successful or not, this would be the
level of most difficulty but also we have a chance to a learners to apply what they are
learning through ruckly to the task can hand and similar environment to what actually
doing in the job or in the classroom.

When Designing Levels:

- Create beginner, intermediate, and advanced levels.

- Allow the learner to choose what level to used to enter the game

- Consider designing the “Free play Level” to allow expiration

- Start the gamification effort with a tutorial level so learners can use the experience to
learn what they should be doing.

Storytelling – complain a important rule in gamification, stories have a news for


centuries to past information to one person to another, and to guide behavior and
thinking, the combination of the video game and story telling provides interactive story
which engages and moves the player forward, well design educational game plant the
task related story with interactive game elements to help the learner learn to desire
behaviors, actions and thinking patterns, to support the desired outcomes where in the
particular context.
Adding game elements and involving the learner in the story can make the learning even
more powerful and memorable. A well crafted game based story focus on helping the
learner to solve problems, educates learners and is easily recalled when the actual
situations arises,

Storytelling within a instructional game allows learners abide scary experience through
the story which can be applied through the work situations or learning environment.

Story Elements

Characters

Plots

Tension

Resolution

Adding this elements together creates a effective story to a company the elements of
the game. Story elements is not only in engaging but to guide the learner through the
game as he or she attempts to fulfill the story elements and obtain the goal of the
game.

Story Format within a Video Games

1. Characters encounters problem or situation

2. Problem builds tension on the story as the character may not know what to do or how
to react or worst may do the wrong thing.

3. A solution is offered in form of a colleague a moment of inspiration or idea or even


reading the pieces of information.

4. Results reading are presented in positive manner

This simple instructor can be used for game base story scenario to help learners
understand they must do to be successful in their environment.

When Using a Story in your Gamified Learning Environment:

Model characters after learners

Create a clear beginning, middle, and end of the story

Work to provide the right amount of detail

End on Happy note


Stories are integral part of many games and complain the important part and helping to
provide the context for learning.

Failure and replay ability

The replay button or do-over gives the player permission to fail. In games failures is an
option and it’s a good one, allowing the player to play with minimum consequences and
courage’s expiration curiosity and discover based learning, knowing that you can always
start the games provides the sense of freedom, and players take advantage of that
freedom by placing the character into danger to see what will happen.

Games provide the opportunity to explore a set of rules to set hypothesis and to
remember which approach is to successful and which one is failed, this process can also
lead for effective learning.

In games in gamification, exploring failure and what is failure means is a valued


approach. Players enjoy failure in the game or at least used them to progress, the idea
of failure is a part of the game ethos knowing is expect to successfully navigate in
winning game the first time he or she placed it, in fact people expect to fail and to look
forward to the lessons learned during the failure process. In fact failure adds the
additional level of content to the game or gamification because its makes the player we
consider his or her approach to mastering content or winning the game.

Many games in gamification events have mechanism build in for overcoming repeated
failure, often this game provide an option to temporary level down to an easier level to
complete a mission or to provide progressively more and corrective feedback and
repeated attempts by the player. Failure its only an option at to appoint and progress
needs created by the game itself this can be a formed of lifeline, corrective, or
diagnostic feedback where even a highlighted arrow pointing the player to right
directions.

Winning without failure or a do-over is often a dissatisfying experience, struggles leads


to trial without struggles there is no trial for the learner,

How to Implement Replay ability

- Let the learner knows they have multiple chances for success

- Don’t make failure permanent

- Provide multiple paths to success

Encourage expiration and failure by designing replay ability into your gamification events
from the beginning.
Scoring – It’s a large part of gamification, it can help to determined the success or
failure on your effort. Therefore designer must carefully considered the formulas and
approach they take to scoring learners. Without scoring it’s difficult to learners to judge
their own performance and progress within the gamified event.

4 things that’s consider when it comes to scoring:

1. Make scoring and winning transparent, avoid complicated algorithm or formulas


the learner must able to link, directly the actions and their activities to a score so
they need to know what they need to do to be successful.
2. Use scoring to drive behavior. The scoring gamification should indicate what is
value, learners will strive to do what ever activity leads to scoring.
3. Consider more than one dimension for scoring, having more dimension for scoring
allows you to measure multiple behaviors or skills of the learner. Having a score
example for accuracy and speed, when sure that one skill where not be sacrifice
for another, Multiple scores or inputs in the scores help ensure that activities of
the learner are balance.
4. Tie the score to learning improvement, not just game activities. A common
mistakes many people make where creating gamified experience when neglecting
to tie a score to learning outcomes, make sure that what is rewarded and how
the learner earned points in the experience it’s something tight to learning just as
making the right decision or answering a question correctly, don’t tie this score
something not learning related like rolling a tent on the paradise.

Scoring it’s a critical part of gamification keeping this concept of mind will help to create
the right scoring instructor for your gamified instructions.
SHORT QUIZ 002

Questions:

1. Content Gamification – it is the application of game elements, game


mechanics and game thinking to alter content making it more game like.
2. Monopoly – it is a board game where players try to take over the entire board
which consists of various properties.
3. Extrinsic – A type pf motivation wherein when an activity is undertaken simply
to earn a reward or to avoid punishment.
4. Self Determination – It is a theory that says people are motivated because of
autonomy, because of feeling competent and because of the feeling of
relatedness.
5. Intrinsic – A type of motivation wherein someone is motivated by internal
factors.
6. Scaffolding – it is not a game mechanics.
7. Scaffolding – This are educational strategies and techniques that help more
learners from their current level of knowledge to the next one.
8. Gamification – it is the process applying game element, game mechanics, and
game thinking to non-game situation.
9. Game thinking – It is approaching the design process from the perspective of
applying game mechanics to non-game situations.
10. Simulation – This are realistic controlled risk environment where learners
can practice specific behavior or decision and experience the impacts of their
behaviors and or those decisions.
EUTHENICS (SHORT QUIZ 003)

Questions:

1. Time – it is the single most precious asset in a career.


2. Less than 50% - What percentage of your time should you spend on the
tactical work you need to accomplish?
3. Work – it is not included in the ways to solve the more then 50% of your tactical
work.
4. Highly strategic activities – this activities you should work during Einstein
window.
5. False – everyone has the same Einstein window between 8-10am.
6. To minimize distractions – Why would communicating your Einstein window to
your coworker be important?
7. Einstein window – It is the period of everyday where you have your little
mental peak, right where works feel almost fun and feels no problem at all.
8. True – Office seems oddly designed to maximize disruptions.
SHORT QUIZ 004

Questions:

1. True – If you are an Extrovert and working with Introverts you have to give out
detailed agendas of a meeting before the meeting began and you have to know
them one on one.
2. True – Focus on the result versus titles and Focus on the process not the job
description.
3. True – If you are Introvert and working with Extroverts you have to respect their
needs to process by talking and schedule time to visit with them daily.
4. True – A polite and good excuse will be Bathroom, Bar or Bounce to other group.
5. True – Building Rapports is creating a relationship with another person.
6. True – There are 3 different types of rapport 1) Simple Rapport 2) Impromptu
Rapport and 3) Custom Rapport.
7. True – In having an Empathy conversation you have to listen attentively, reflect
head and heart and realize that "I'm sorry doesn't mean I failed".
8. True – Influence is a huge part of our everyday life and in the workplace we tend
to be overly relian on logical appeal when we persuade others.
9. True – Tactful Bragging is making a connection with the person you are
interacting with while sharing something about yourself that will help you stand
out.
10. True - "To evoke emotion, show emotion" is the best way to persuade a
person.
SHORT QUIZ 005 (EUTHENICS 02)

Questions:

1. Camel case method – Which of the following is not a Note Taking Method?
2. Attending to Subtle clues – Reading non-verbal signals that convey meaning
"Read Between The Line".
3. Valuing Logic – Analyze 1st, use cause and effect reasoning and listen for
details that may have the most impact.
4. Understanding the Big picture – It is being able to synthesize the core ideas
into a succinct review.
5. Valuing Appreciation – Understanding 1st, listen for compassion, maintain
harmony and look for new decision affect others.
6. Mental Filters – This is a Listening Challenge that is develop overtime as we
gain educational and professional expertise.
7. Multi-Tasking - This Listening Challenge harm your efficiency and productivity
because you can't focus completely to the speaker.
8. Edward Hall - An Anthropologist who observe and document people for non-
verbal gestures and publish a book titled "The Silent Language".
LONG QUIZ 02 (EUTHENICS 2)

Questions:

1. Valuing Logic – Analyze 1st, use cause and effect reasoning and listen for details
which may have the most impact.
2. Style, Situations, Strategy – Analyze 1st, use cause and effect reasoning and
listen for details which may have the most impact.
3. True – "To evoke emotion, show emotion" is the best way to persuade a person.
4. Multi-Tasking – This is a Listening Challenge which harms your efficiency and
productivity because you are unable to focus completely to the speaker.
5. Introvert, Extrovert – Fill in the blanks. If you are an _____ working with ____,
you have to respect their need to process by talking and schedule time to visit
them daily.
6. Extrovert, Introverts – Fill in the blank. If you are an _____ and you are
working with ____, you have to give out detailed agendas of a meeting before the
meeting begins and you have to know them one by one.
7. Empathy Conversation – In this conversation you have to listen attentively,
reflect head and heart and realize that "I'm sorry doesn't mean I failed."
8. Understanding the Big Picture – This refers to one's ability to synthesize the
core ideas into a succint review.
9. Mental Filters – This Listening Challenge that is developed over time as we gain
educational and professional expertise.
10. Bragging – Fill in the blanks. _______ in today's culture is not a choice but it is
already a necessity.
11. Camel Case Method – The following are deemed as Note Taking Methods
except:
12. Attending Subtitle Cues - Reding non-verbal signals that convey meaning, or
"Reading between the lines".
13. is making a connection with the person you are interacting with while sharing
something about yourself that will help you stand out.
14. True – Focus on the result versus titles and Focus on the process not the job
description.
15. Edward Hall – This American anthropologist was known for his observation and
documentation of people and their non-verbal gestures, all of which were
published in a book titled "The Silent Language".

SHORT QUIZ 06 (EUTHENICS 2)

Questions:

1. Pictures - It is use as memorization technique because according to research


visual information is easier to
remember than abstract information.
2. Note-Taking Techniques - According to studies, "Taking notes strengthens
your memory" that's why this is a strategy use to
memorize things.
3. Verbalization - It is the ability to remember auditory information through
rhymes, alliteration, and or relationships.
4. George Miller - Who is the author of "The Magic Number Seven plus or minus
two" and he also said on his research that
average limit of about seven for short term capacity of humans.
5. Mnemonic Devices - It is a strategy use to memorize things by acronym,
rhymes, memorable phrase, song and or visual forms.
6. True - "Text is easier to remember as a song."
7. Exaggeration - A Short term memorization techniques wherein the fact that is
out of the ordinary makes it easier to
remember.
8. Association - A technique wherein we relate the new thing into something that
we already know to memorize it easily.
9. Repetition - It is a short term memorization techniques wherein you keep on
repeating and repeating the things you
want to remember.
10. Chunking - It is a Memorization technique wherein the strategy is to
group into a smaller group for easy
memorization.

SHORT QUIZ 07 (EUTHENICS 02)

Questions:

1. Triggers – This are the things that leads you to feel higher level of stress,
tensions and anxiety.
2. Managing Accessibility – One of the best solution to avoid stress is
____________, which means disconnect or unplug.
3. Nausea, Fatigue, Headache - __________, ____________  and
____________ are example of Physical symptoms that is caused by Stress.
4. None of the choices – Which of the following is not a benefits of the 90/10
rule?
5. 10% - Based in the 90/10 rule, how many percent should you a lot in taking
breaks?
6. Anger, Excessive, Nervousness ___________ and ____________ are

example of Psychological Symptoms that is caused by Stress.


7. None of the Choices - Which of the following is not a source of Stress?
8. 35% - According to studies, ____ % wanted to cry because of stress.

LONG QUIZ 03 (EUTHENICS 2)

Questions:

1. Repetition - This short term memorization technique requires an individual to


keep on repeating the things that he or she wants to remember .
2. Mnemonic Devices - It is a strategy use to memorize things by acronym,
rhymes, memorable phrase, song and or visual forms.
3. Triggers – These are the things that lead people to feel higher levels of stress,
tensions, and anxiety.
4. Pictures - We use ____ as memorization technique because according to
research, visual information is easier to remember than abstract information .
5. No correct answer - Which of the following is not a benefit of the 90/10 rule?
6. Exaggeration - This is a short term memorization technique wherein the fact
that was out of the ordinary makes it easier to remember.
7. Nausea, Fatigue, Headache - Fill in the blanks. _______, _______ and
_______ are examples of Physical symptoms which are caused by Stress.
8. 35% - According to studies, _____% wanted to cry because of stress.
9. Health, Relationships, and Job Pressure it’s a source of Stress.
10. Anger, Excessive, Nervousness ___________ and ____________ are

example of Psychological Symptoms that is caused by Stress.


11. George Miller - He is the author of "The Magic Number Seven plus minus
two" and stated in his research that there is an average limit of about seven (7)
for short term capacity of humans.
12. Association - A technique wherein we relate the new thing into
something that we already know to memorize it easily.
13. True - According to studies, "Taking notes strengthens your memory".
That is why Note-taking Techniques became a strategy used for memorizing
things.
14. True - "Text is easier to remember as a song."
15. Managing Accessibility - One of the best solutions to avoid stress is
_______, which means to disconnect or unplug.

LONG QUIZ 04 (EUTHENICS 2)

Questions:
1. Owning where you are and where you want to be “involves which
significant shift? Answer: From negative thoughts about yourself to positive
thoughts about your future you want to create.
2. This is one concrete way to begin visualizing your success?

Answer: Spend five minutes a day envisioning in detail what you want to achieve.

3. As your goals become more ambitious, your reward to yourself should

Answer: Match the size of your achievements - indulge, a large promotion deserves
that triple scoop of ice cream sundae.

4.True – When you recognize setbacks as minor issues, not fatal flaws, you can
accept failure as a necessary part of the improvement.

5. Todd Dewett believes that writing about the people, places, or events
that might explain our lack of confidence can help us recoggnize they don't
matter. Why?

Answer: Because writing about them help use see them in perspective so we can
share them with a close confidante.

5.Fill in the blank. When assessing your progress towards self-confidence,


you should be sure you feel comfortable with ________________

Answer: Making steady, incremental improvements.

7. What is the most important way to accelerate the process of gaining


self-confidence.

Answer: Replace incremental goals with more ambitious goals.

8.How can helping others increase your confidence?

Answer: It gives an affirmation of your own worth and expertise.

9.True – Rewards help build self-confidence by showing the path towards where you
want to be.
10. According to Todd Dewett, it is important to "create a context that
supports your self-confidence." Which of the following serves as a step
towards creating this context?

Answer: recognize and eliminate elements that lead to negative thinking

Week 2 – Lesson 6: Implementing gamification

TOPICS:
Thinking like a game designer: Part one

Game designer – creates worlds to entertain people drowning the story, design, and
character, when we create gamified content work creating a world to teach people using
similar techniques.

Thinking like a Game Designer:

- Start the instruction with action when designing learning follow the same format.

- Start with the learner making a decision.

- Create a sense of mystery within the instruction, In essence mystery is that what
happened and why element in learning, Learners are motivated to learned with don’t
know everything.

- Learners need to be challenge.

- Put the learner at “mock” risk.

- Put the learners in a situation in which they can’t predict the outcome.

- Provide opportunities for the learner to demonstrate mystery of content.

Thinking like a game designer it’s a good way to start thinking about making instructions
more game like and exciting.

Thinking like a game designer: Part two

Here even more ideas to how you came gamified the instructions by thinking
like a game designer:

- Show visible signs of progress, throughout the module give learners visible sign of
moving through the content, Provides clear evidence the progress has been made.

- Include progress reports often, games provides progress bar, levels, an coins to collect
all items indicating the players closer through the end goal.

- Integrate emotion into the learning.

- Immerse the learner in a story, A particular powerful way to motivate individuals is to


give actions and ideas meaning by framing them inappropriate context.

- Don’t be afraid of fantasy, Game developers creates elaborate fantasy world to draw in
players and to place them outside their comfort zone, even when an area is realistic like
a battlefield there are often elements are made up or a pure fantasy.

The key elements of designing games to help people learned:


1. Help learners apply old knowledge to understand new things.
2. This allows for testing and reinforcement of skills.
3. Learning and skills can be transferred.
4. Vivid imagery improves recall of material.
5. People can connect without concern or fear.

Thinking like game designer and adding elements to your instructional design borrowed
from game designers will help you to create instructions that impact learners and keep
them fully engage in the learning process.

Gamification in the classroom:

All the instructor needs:

- Flip-chart paper

- Markers

- Spinners

- Additional elements

- Content

Another technique using technology, is a corporation of audience response system into


the classroom, A audience response system or AERS is a combination of hardware and
software that allow learner to response in real time to a question post by instructor. And
use your imagination on the content of this course to integrate gamification into your
own classroom.

Gamification in e-learning – is possible though many different methods there are


both technology tools and designed consideration that can be implemented to gamified
learning instructions.

When Considering the Gamification of E-learning:

1. Clarify the learning objective and desired outcome.


2. Consider what elements will facilitate the learning outcome.
Structural Gamification:

- Off-the-shelf platform

Look for a System that allows you to controlled how many points are available
for each activity:

- Points to be assigned based on performance, not just completion.

- Leaderboards with group views.

- Detailed reports of learner performance.

- Multiple types of the content formats.

The important thing to remember is you must carefully to determined when gamification
make sense and when is unnecessary, Gamifying all e-learning experiences for a learner
will result in a lost of overall effectiveness of gamification, think through a designed and
plan the desire outcomes before embarking instructions gamification. Don’t ignore or
dismiss it just be cautious.

Content Gamification – typically not available of the shelf, often it requires the
designed of the learning to be done regardless of underlying technology.

- Authoring tool

The designer needs to be aware of technological limitations so she doesn’t designed


content gamification solutions, that is beyond the technology capability, Content
Gamification in E-learning involves crafting e-leaning module uses techniques such as
storytelling, challenges, characters and action. Its possible within e-learning designed to
use a combination of both instructors and content gamification this 2 method can be
used on conjunction to provide motivation to the learners and to present the instructions
and interesting and engaging manner.

AMAU-ONLINE (EUTHENICS 2)

TOPICS:

Week 003 – Lesson 1: Managing your time


Thinking about time management

The time management in industry is massive every year individuals, teams and
organizations spends million of dollars trying that harness the use of time.

Using the 80/20 rule

The 3 Simple Idea that will change how you use your time everyday to make
yourself more productive.

1. the 80/20 rule – you should never invest more than half of your time 50% in the 80%
file, if you ever feel pressure to spend too much time on the file of work you can adjust
gonna do, but you know does not strategically important.

Here’s what you need to start thinking about:

Automate

Outsource

Delegate

Finding your Einstein Window

- Every day we have your own mental peak right? Were work feels almost fun problems
feel no problem at all.

Protecting your window:

- Leave your workspace, Offices seems oddly designed to maximize disruptions, Instead
of what we really need is maximizing deep thought so if people in offices you know
sometimes they should close the door, Open door management it’s so wonderful idea
but sometimes you need quite time to really think, If you work in a cube sometimes get
up walk away in find.

- Turn off distractions, stop allowing distractions to take you away from deep thought
during your Einstein Window.

Communicating your Availability

- Start to get proactive about Broadcasting your Availability find some ways to let people
know, How open you are being interrupted, and the color represented their availability
so for examples they use RED, GREEN, and YELLOW. When you walk up in someone’s
cube, and if you see the green squares setting outside the cube you knew the life is
okay, its okay to stop then end or announce and speak someone and interrupt what
their doing. And you walk up in the cube and you see Yellow that mean you use caution
their busy. And the Red cube that mean danger stay away, I am working hard against
the stuff deadline.

- Reduce those distractions and then take the final steps to make sure to start
broadcasting that everyone what your real availability is when you do that you will know
to protect the integrity of the Einstein Window.

Conclusion:

- It’s one thing to understand that gonna focus on 20% that really important work. And
how protect that window, when you put all 3 together it’s amazing how your productivity
go to the next level bringing you all kind of your successes because you learned how to
manage your time.

Week 005 – Communication Tips


Understanding introversion and extroversion

Working with Introverts

 Give out detailed agendas before meeting, encourage them to come to the
meeting prepared to comment on certain topic
 Get to know them one on one, and Introverts contrary to one of the mis about
them or not anti-social they simply prepared socialize and pairs or very small
groups.

Working with Extroverts

 Respect their needs to process by talking, understand that the extroverts


verbalize their thoughts to gain clarity.
 Schedule time on your calendar everyday to go visit with them daily, socializing
might not be a natural part of your emotional needs by it is a extroverts.

Entering and exiting a conversion

Entering a conversation

 Stand outside of the group


 Make eye contact with the speaker, follow the content of the conversation and
wait for a pulse in the conversation.
 Make a relevant comment about what group is discussing
 Introduce yourself
Conversation exciting has to be strategic, set a goal for the next company function you
attend, stay outside in the tacking circle and try using the group entry technique lessen
above.

Group Entering and Exiting Communication Tips can be effective and teachable. Observe
people who demonstrate them gracefully and practice your skills with every opportunity
you have.

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