Insights on Many Gamification Applications

Insights on Many Gamification Applications

Home Services Our Works Gamification 101 Case Studies Turnkey Event Contact Languages Home Services Our Works Gamification 101 Case Studies Turnkey Event Contact Languages Home Services Our Works Gamification 101 Case Studies Turnkey Event Contact Languages Home Services Our Works Gamification 101 Case Studies Turnkey Event Contact Languages Edit Template Insights on Many Gamification Applications Today, where user engagement is preeminent, the concept of gamification has emerged as a powerful tool to captivate audiences across various domains. At the forefront of this movement is Yu-kai Chou, a gamification expert who has revolutionized the way we understand and apply game-like elements in non-game contexts. Chou’s Octalysis framework, a comprehensive model outlining eight core human drives, serves as a compass for businesses and designers seeking to unlock the secrets of engagement.  Understanding Octalysis Yu-kai Chou’s Octalysis framework delves into the intricacies of human motivation, breaking it down into eight fundamental drives. These drives, arranged in an octagon, provide a holistic perspective on what compels individuals to act, participate, and remain engaged. From the quest for epic meaning to the avoidance of loss, Octalysis encompasses a spectrum of motivations that can be harnessed to create compelling and immersive experiences.  Gamification in Various Applications The main goal of gamification is to enhance user engagement, motivation, and behavior change by making the experience more fun, rewarding, and meaningful. The users of the gamification technique must decide what or in which area they want to apply the gamification techniques. There are several areas where gamification can be applied successfully with good game design techniques integrating playfulness and fun in the respective areas. Gamification can be used in various applications and domains, depending on the desired outcomes and target audience. One of the most influential and comprehensive frameworks for understanding and implementing gamification is the Octalysis framework, developed by Yu-kai Chou.   The Octalysis framework is based on the idea that there are eight core drives that motivate human behavior, and each drive can be mapped to a different aspect of the octagon-shaped framework. The eight core drives are:  Epic Meaning & Calling: The drive to be part of something bigger than oneself, to pursue a higher purpose or cause.  Development & Accomplishment: The drive to improve oneself, to overcome challenges, and to achieve goals.  Empowerment of Creativity & Feedback: The drive to express oneself, to experiment with different options, and to receive feedback on one’s actions.  Ownership & Possession: The drive to own, control, or collect something valuable or scarce.  Social Influence & Relatedness: The drive to connect with others, to belong to a group, and to be influenced by social norms and expectations.  Scarcity & Impatience: The drive to obtain something that is limited, exclusive, or unavailable.  Unpredictability & Curiosity: The drive to explore the unknown, to seek novelty, and to be surprised.  Loss & Avoidance: The drive to avoid negative consequences, such as pain, fear, or regret.  The Octalysis framework can be used to analyze, design, and optimize any gamified system or experience, by identifying which core drives are present, how they are balanced, and how they can be enhanced or modified. The framework can also help to distinguish between different types of gamification, such as white hat vs black hat (ethical vs manipulative), and intrinsic vs extrinsic (internal vs external) motivation.  The versatility of the Octalysis framework makes it applicable to a wide range of domains and contexts, as we will see in the following sections.  Gamification in Product Design One of the most common and popular applications of gamification is in product design, where gamification elements can be incorporated into the user interface, functionality, and features of a product, to enhance the user experience and satisfaction. Some of the common gamification elements used in product design are:  Loyalty programs: These are programs that reward users for their repeated or continuous use of a product, such as points, discounts, coupons, or freebies. For example, Starbucks Rewards is a loyalty program that allows customers to earn stars for every purchase, which can be redeemed for free drinks, food, or merchandise. Loyalty programs tap into the core drives of ownership & possession, development & accomplishment, and scarcity & impatience.  Achievement badges: These are visual symbols that represent the user’s progress, achievements, or skills in using a product, such as levels, ranks, medals, or trophies. For example, Duolingo is a language learning app that awards badges for completing lessons, reaching milestones, or maintaining streaks. Achievement badges tap into the core drives of development & accomplishment, social influence & relatedness, and epic meaning & calling.  Progress tracking: These are features that show the user’s current status, goals, or performance in using a product, such as bars, meters, charts, or graphs. For example, Fitbit is a fitness tracker that shows the user’s steps, calories, heart rate, sleep, and other health metrics. Progress tracking taps into the core drives of development & accomplishment, empowerment of creativity & feedback, and loss & avoidance.  Gamification in the Workplace Another important application of gamification is in the workplace, where gamification principles can be applied to boost employee motivation, productivity, and performance. Gamification can be used to enhance various aspects of the workplace culture, such as:  Training and learning: Gamification can make training and learning more engaging and effective, by incorporating game elements such as challenges, quizzes, feedback, rewards, and leaderboards. For example, Deloitte is a consulting firm that uses gamification to train its employees on topics such as leadership, ethics, and compliance. Gamification can also help to foster a culture of continuous learning and improvement, by encouraging employees to acquire new skills and knowledge.  Collaboration and teamwork: Gamification can foster collaboration and teamwork, by creating a sense of community, competition, and cooperation among employees. For example, Google is a tech company that uses gamification to promote collaboration and innovation among its employees, by allowing them to vote, comment, and rank each other’s ideas. Gamification can also help to create a sense of belonging and relatedness, by enabling employees to share their achievements,

Batique: Indonesia’s First Game-Based Cognitive Ability Test

Home Services Our Works Gamification 101 Case Studies Turnkey Event Contact Languages Home Services Our Works Gamification 101 Case Studies Turnkey Event Contact Languages Home Services Our Works Gamification 101 Case Studies Turnkey Event Contact Languages Home Services Our Works Gamification 101 Case Studies Turnkey Event Contact Languages Edit Template Batique: Indonesia’s First Game-Based Cognitive Ability Test In an era where cognitive challenges are becoming increasingly complex, it is important to understand and optimise cognitive abilities. For many people, especially parents who want to see their child’s development, measuring and improving intelligence becomes a priority. That’s why the arrival of Batique, Indonesia’s first game-based intelligence test, is a revolutionary step in bridging the fun of play with the importance of cognitive development.   In this article, we will explore the importance of this innovative approach and how Batique is not just a test, but a step towards exploring the world of your child’s intelligence in a fun and challenging way.    What is Batique? Batique is a collaboration between Level Up powered by Agate, PT Melintas Cakrawala Indonesia (MCI), a company engaged in human resource development, and Universitas Gadjah Mada (UGM). Batique is the AJT Cognitive Test (AJT CogTest), which is a test designed to measure the cognitive abilities of children aged 5 to 12 years. Cognitive ability is the ability to plan, solve problems, argue, think abstractly, understand complex ideas, learn quickly, and learn from experience. Cognitive ability is essential to support individual success in various areas of life.   Batique measures cognitive abilities by using interesting and interactive games. Thus, children will not feel bored or pressurised while taking the test. They will feel like they are playing while learning. Batique also provides positive and constructive feedback to children after they complete the test.   How was Batique Developed? Batique was developed by following the stages of developing a measuring instrument in accordance with scientific principles. These stages include:     Determining the purpose of measurement   The purpose of Batique is to provide parents or teachers with a more specific as well as more generalized picture of cognitive abilities.    Determining the measurement procedure Measurement is done individually with the help of a companion who ensures the test runs according to standards.  Determine the test specifications. This test measures multidimensional cognitive abilities, namely the eight broad abilities in the Catell-Horn-Carroll (CHC) cognitive theory.     The eight broad abilities are: Fluid reasoning (reasoning/intelligence) (Gf): The ability to think logically and abstractly in new situations.   Crystallized intelligence (Gc): The ability to comprehend and communicate knowledge using previously learned experiences or procedures.   Short-term memory (Gsm): The ability to store and process information in a short period of time.   Visual-spatial processing (Gv): The ability to understand and manipulate visual patterns and stimuli to solve problems.   Auditory processing (Ga): The ability to understand and manipulate auditive or verbal information.   Cognitive processing speed (Gs): The ability to perform cognitive tasks quickly and accurately.   Long-term storage and retrieval (Glr): The ability to store information in and fluently retrieve new or previously acquired information (e.g., concepts, ideas, items, names) from long-term memory.   Reading/Writing (Grw): The ability to read, write and calculate. Test development procedure.    Batique was developed using a combination of the classical test approach and the Rasch Model. theory approach. The classical test approach was used to identify psychometric properties early in development, while the modern theoretical approach was used for test assembly and scaling.    Performing norms and norming  A norm is an average or standardized value used to compare individual test results with group test results. Norming is the process of determining norms by collecting data from a representative sample of the population. Batique’s normative population is children aged 5 to 12 years. Norming is age group specific so that score interpretation refers to the age group of the child taking the test. How does Batique Work? Batique works by inquiring a number of questions or tasks related to the cognitive ability being measured. The questions or tasks are presented in the form of an engaging and interactive game. Children must answer or complete the questions or tasks correctly and quickly. Each question or task has a different level of difficulty. The more questions or tasks that are answered or completed correctly, the higher the score.    Batique can be accessed through electronic devices such as computers, laptops, tablets or smartphones. Batique can be used by parents or teachers to measure children’s cognitive abilities at home or at school. Batique can also be used by children themselves to practice and improve their cognitive abilities.   After completing the test, children will get feedback in the form of a score and test result report. The score shows children’s overall cognitive ability level and specifically for each broad ability. The test report contains an explanation of the meaning and implications of the scores, as well as suggestions for improving children’s cognitive abilities.     What are the Advantages of Batique? Batique has several advantages over other intelligence tests, namely:   Batique is the first game-based intelligence test in Indonesia. Batique uses interesting and interactive game media to measure children’s cognitive abilities. Thus, Batique can increase children’s motivation and engagement in taking the test.   Batique is an intelligence test that measures cognitive abilities in a multidimensional manner. Batique measures the eight broad abilities in the CHC cognitive theory, which is one of the most widely used cognitive theories recognised by experts. Thus, Batique can provide parents or teachers with a more specific as well as more generalised picture of cognitive abilities.   Batique is an intelligence test developed following scientific principles. Batique was developed using a combination of classical test approaches and modern theoretical approaches (Rasch Model). Batique is also normed and normalised by collecting data from a representative sample of the population. Thus, Batique has high validity and reliability as a measurement tool.   What are the Outcomes and Impacts of Batique? Batique has been trialed and validated with over 1750 children from various backgrounds. The results and impact of using Batique can be seen in