Gamification is the application of game elements and digital game design techniques to non-game problems, such as business and social impact challenges. This course will teach you the mechanisms of gamification, why it has such tremendous potential, and how to use it effectively. For additional information on the concepts described in the course, you can purchase Professor Werbach's book For the Win: How Game Thinking Can Revolutionize Your Business in print or ebook format in several languages.
Gamification is a new field, but games are ancient. In this first module, we'll look at what gamification is, why organizations are applying it, and where it comes from. While there isn’t universal agreement on the scope of the field, a set of concepts are clearly representative of gamification. The second lesson explains why the concept of games is deeper than most people realize, and how game design serves as a foundation for gamification.
What's included
12 videos1 reading2 assignments
Show info about module content
12 videos•Total 116 minutes
1.1 Introduction•3 minutes
1.2 Course Overview•7 minutes
1.3 Definition of Gamification•13 minutes
1.4 Why Study Gamification•8 minutes
1.5 History of Gamification•10 minutes
1.6 Examples and Categories•14 minutes
2.1 Gamification in Context•11 minutes
2.2 What is a Game•10 minutes
2.3 Games and Play•10 minutes
2.4 Video Games•11 minutes
2.5 Just a Game?•10 minutes
2.6 Ethan Mollick Interview with Prof. Werbach•8 minutes
1 reading•Total 10 minutes
About the Course•10 minutes
2 assignments•Total 60 minutes
Practice Quiz #1•30 minutes
Homework Quiz #1•30 minutes
Deconstructing Games
Module 2•4 hours to complete
Module details
What exactly does it mean to apply game design principles in non-game contexts? In this module, we'll discuss how game designers approach their craft, and how to see any situation through the lens of game design. Then we'll examine the raw materials of games and gamification, known as game elements. We'll earn how to break down a game into its constituent parts and apply them to create gamified systems.
What's included
11 videos2 assignments1 peer review
Show info about module content
11 videos•Total 112 minutes
3.1 Why Gamify•9 minutes
3.2 Think like a game designer•8 minutes
3.3 Design Rules•12 minutes
3.4 Tapping the Emotions•7 minutes
3.5 Anatomy of Fun•7 minutes
3.6 Finding the Fun•8 minutes
4.1 Breaking Games Down•8 minutes
4.2 The Pyramid of Elements•13 minutes
4.3 The PBL Triad•14 minutes
4.4 Limitations of Elements•10 minutes
4.5 Bing Gordon Interview•16 minutes
2 assignments•Total 60 minutes
Practice Quiz #2•30 minutes
Homework Quiz #2•30 minutes
1 peer review•Total 60 minutes
Written Assignment 1•60 minutes
Motivation and Psychology
Module 3•5 hours to complete
Module details
Gamification is a technique for motivation, so it ties very directly into psychology. This unit introduces the major psychological concepts relevant to gamification. The first lesson focuses on behavioral approaches and reward design; the second identifies the risks and alternatives to this approach.
What's included
10 videos2 assignments1 peer review
Show info about module content
10 videos•Total 103 minutes
5.1 Motivational Design•10 minutes
5.2 Behaviorism•12 minutes
5.3 Behaviorism in Gamification•12 minutes
5.4 Reward Structures•11 minutes
5.5 Reward Schedules•10 minutes
6.1 Limits of Behaviorism•6 minutes
6.2 Dangers of Behaviorism•11 minutes
6.3 Intrinsic and Extrinsic Motivation•9 minutes
6.4 How Rewards Can Demotivate•10 minutes
6.5 Self Determination Theory•13 minutes
2 assignments•Total 60 minutes
Practice Quiz #3•30 minutes
Homework Quiz #3•30 minutes
1 peer review•Total 120 minutes
Written Assignment 2•120 minutes
Design
Module 4•3 hours to complete
Module details
Gamification done well is a form of design. This module describes the design process, and provides a six-step framework to apply to any gamification project. The second lesson identifies important considerations and options for developing creative, human-centered, thoughtful gamification solutions.
What's included
10 videos1 reading2 assignments
Show info about module content
10 videos•Total 113 minutes
7.1 The Design Process•12 minutes
7.2 Objectives and Behaviors•14 minutes
7.3 Players•10 minutes
7.4 Activity Loops•8 minutes
7.5 Fun and Tools•10 minutes
8.1 Taking Stock•9 minutes
8.2 Is Gamification Right for Me•14 minutes
8.3 Design for Collective Good•15 minutes
8.4 Designing for Happiness•8 minutes
8.5 Amy Jo Kim Interview•13 minutes
1 reading•Total 10 minutes
Gamification Design Framework•10 minutes
2 assignments•Total 60 minutes
Practice Quiz #4•30 minutes
Homework Quiz #4•30 minutes
Applications
Module 5•5 hours to complete
Module details
This module describes particular challenges and opportunities when applying gamification in two contexts: within an organization, and in social impact or behavior change environments.
What's included
11 videos1 reading1 assignment1 peer review
Show info about module content
11 videos•Total 120 minutes
9.1 Enterprise Applications•15 minutes
9.2 Workplace Motivation•9 minutes
9.3 The Game vs. The Job•10 minutes
9.4 Playbor•8 minutes
9.5 Daniel Debow Interview•16 minutes
9.6 Ethan Mollick on Games at Work•7 minutes
10.1 Gamification for Good•7 minutes
10.2 Social Good Applications•14 minutes
10.3 Social Impact Techniques•11 minutes
10.4 Behavior Change•10 minutes
10.5 Susan Hunt Stevens Interview•15 minutes
1 reading•Total 10 minutes
Written Assignment 3 Sample Answers•10 minutes
1 assignment•Total 30 minutes
Practice Quiz #5•30 minutes
1 peer review•Total 120 minutes
Written Assignment 3•120 minutes
Gamification in Perspective
Module 6•3 hours to complete
Module details
There are many legitimate limitations, concerns, and dangers from gamification. Some of them can be avoided through thoughtful design, but others must be considered directly in any implementation. The final lesson details gamification-related techniques that go beyond those covered throughout the course, and concludes with a look toward the future.
What's included
11 videos2 assignments
Show info about module content
11 videos•Total 106 minutes
11.1 Pointsification•14 minutes
11.2 Exploitationware•8 minutes
11.3 Gaming the Game•8 minutes
11.4 Legal issues•9 minutes
11.5 Regulatory issues•8 minutes
12.1 Beyond the Basics•6 minutes
12.2 Inducement Prizes•12 minutes
12.3 Virtual Economies•11 minutes
12.4 Collective Action•14 minutes
12.5 The Future of Gamification -- part 1•10 minutes
12.6 The Future of Gamification -- part 2•6 minutes
2 assignments•Total 60 minutes
Practice Quiz #6•30 minutes
Final Exam•30 minutes
Instructor
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The University of Pennsylvania (commonly referred to as Penn) is a private university, located in Philadelphia, Pennsylvania, United States. A member of the Ivy League, Penn is the fourth-oldest institution of higher education in the United States, and considers itself to be the first university in the United States with both undergraduate and graduate studies.
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D
DP
5·
Reviewed on Sep 23, 2017
Amazing course, opens up your eyes and makes you realise that bagdes that you get on some website is a clever gamification trick to keep you engaged! Nice and interesting course!
A
AS
5·
Reviewed on Dec 2, 2022
The course was detailed and challenging. It was engaging and thorough understanding of gamification, It was very helpful and am looking forward to apply in my professional work.
D
DS
5·
Reviewed on Mar 8, 2018
That's super cool. Exceed my expectation 200%. My most valuable take away are self-determination theory, flow, importance of intrinsic motivation, and design framework. Thanks a lot!
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