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Tan Gamification-Record Results

This document provides a form for reporting on activities completed in a gamification unit. It includes sections to report scores from games played on iCivics and Pandemic II. It also includes a section to evaluate the game Pandemic or Mission: Admission using Deterding's framework of meaningful play, mastery through rules, and autonomy. For Pandemic, the respondent reports playing for 2 hours and achieving a score of 24 and level 6. They also evaluate how well Pandemic meets or does not meet Deterding's design principles in paragraphs under each principle. They conclude that they liked the idea of the game but it was only fun for a short time. Recommendations include adding zoom functionality for maps and text.

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0% found this document useful (0 votes)
92 views5 pages

Tan Gamification-Record Results

This document provides a form for reporting on activities completed in a gamification unit. It includes sections to report scores from games played on iCivics and Pandemic II. It also includes a section to evaluate the game Pandemic or Mission: Admission using Deterding's framework of meaningful play, mastery through rules, and autonomy. For Pandemic, the respondent reports playing for 2 hours and achieving a score of 24 and level 6. They also evaluate how well Pandemic meets or does not meet Deterding's design principles in paragraphs under each principle. They conclude that they liked the idea of the game but it was only fun for a short time. Recommendations include adding zoom functionality for maps and text.

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Form for Reporting on the Gamification Unit.

Directions:
1. Make your own copy of this Google Document by going to File > Make a Copy. Rename is to inlucde
your last name + Gamification - Record Results.
2. Complete the document below
3. When finished with all of the activities in Module 10, you will copy this form and paste it in a new
page in your portfolio.

Section 1 in Blackboard: iCivics

After you play the game once, report your points from the
Do I Have a Right? Player Impact Guide

Game __6____ of 9 points


Player ___5___ of 7 points
World ____9__ of 12 points
Total ____20___ of 28 points

Read the Teachers Guide, play the game again and report your points below.

Game ___8___ of 9 points


Player ___6___ of 7 points
World ___10___ of 12 points
Total _____24__ of 28 points

Section 2 in Blackboard: Pandemic II: Player Impact Guide

Game __8___ of 10 points


Player ___8__ of 9 points
World ___7___ of 8 points
Total ___24___ of 27 points

Section 3 in Blackboard. Evaluate "Pandemic" or "Mission: Admission" using the Deterding Framework

Part 1:

Name of game you selected?

Pandemic

What was the purpose of the game?

Pandemic gives you control over an infectious disease with the goal to wipe out all of humanity as
quickly as possible.

How long did you play?

2 hours

What did you achieve? Number of points? Levels? Learning?

In this game, Players must work together, playing to their characters strengths and planning their
strategy of eradication before the diseases overwhelm the world with ever-increasing outbreaks. I
can learn some teamwork ability, motor skills and thinking logic strategy. Point of 24 and Level 6.

Part 2:

To do: After each design principle A-C, write a paragraph describing ways in which this game met or did not
meet the design principle. After completing A-C, provide a conclusion that summarizes your evaluation and
make recommendations.

Design principle A: Design for Meaningful Play

Tap personal goals, interests, and passions: it must support users in pursuing their own goals; one
way to do this is to support users within the platform to set their own goals and guide them so they
can accomplish short and long term goals; or it connects to something they care about - e.g., save the
planet
Enroll the existing community around the core goal - content or activity
Have supporting visuals that support the narrative clues
Beware of messing with social contents meaning? Does it have social meaning?

Application: In what ways does the game designer use or fail to use the Design for Meaning Play principles?

In pandemic what I noticed even with the tutorial was that there was no explanation as to if points
are earned for getting to new levels. As well I do not feel this game provides a sense of important
learning for students. This game is more for fun and not one that can be used in a classroom to help
students learn any core academic goals. When it comes to social meaning that the game has like
many games yes it does have a high social meaning and is a game that can be enjoyed by many as
well has have ways players can look at how they compare to others.

Design principle B: Mastery Create a Rule System to Master

Fun is another word for learning under optimal conditions. Rules help create interesting challenges.

Present a clear visual goal - an interesting challenge; More than rewards and punishments - must lead
to learning
Structured flow of goals so the next goal is just within your reach Provide variety, depth, complexity
Challenge is scaffolded; provides learning patterns to recognize, or puzzles to solve; problems to solve

Provide juicy feedback, where the player learns from failures and has experiences of mastery
Beware of encouraging unintended behaviors Does the game lead to unintended negative
behaviors?

Application: In what ways does the game designer use or fail to use the Design principle: Create a Rule System
to Master?

when I was playing the game and each time a country was in danger of having their population
killed off it would flash red in the given area. One issue that I did have with the game was that it
was not easy to navigate between the different countries. You had to go up to the mini map and
click and drag to the area you wanted to see. For me personally as one who suffers from a visual
impairment I also found it difficult to play the game for a long time. This was due in part to the
map being too small for me to keep up with. What I wish the game designer would have included
was a way to zoom the text and map.
Design Principle C: Autonomy - A Free Space to Play

Provide a shared digital toy or object for exploration with starting points without curbing the players
autonomy or devaluing the product?

Application: In what ways does the game designer use or fail to use the Design principle: Autonomy a Free
Space to Play?

When it comes to the game providing a free space to play I would say it did a decent job for the
fact that you could move from different parts of the world to see how far the pandemic had
gotten. This is a game that is fun but was only fun for a short while because you have to sit and
wait for a few minutes before you notice any serious issues with the pandemic.

Conclusion: What did you like about the game? Dislike? Recommendations for future re-design.

I like this game that was the idea of creating a pandemic and trying to see if you could help cure
the world.

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