Talk:Motivation and emotion/Book/2017/Gamification and motivation

Latest comment: 6 years ago by Jtneill in topic Multimedia feedback

Comments

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Heyo! Gamification, that's a great topic hehe

I wasn't sure whether you had thought of it, I didn't see it myself, but what do you think about including a little section on educational games, e.g. ones that you can play on mobile videogame devices like Nintendos or PSPs? I know how much extended family members try to buy them for me when I was younger, and how absolutely disinterested I was by them, even though I was a bit of a maths wizard in primary school...

Good luck!

Regards, Jem.

--U3119308 (discusscontribs) 15:22, 4 September 2017 (UTC)Reply

Hi! Great topic selection, very interesting. As you may have noticed, I have applied the layout source code to your chapter as well as added your title to the top of the page. Two suggestions as you develop your topic over the coming weeks:

  1. There are hundreds of applications of gamification. For example, point systems for using health apps (i.e. drinking enough water, exercise through use of a fitbit or similar device or a game, such as Zombies, RUN!, stress relief, meditation), encouraging active education (anti-procrastination - like pomodoro or the tomato timer, time management apps, todoist (a to do list that gives you points as you complete tasks, therefore encouraging more things to be completed = more points, and a never ending circle), food consumption (like weight watchers, certain points for certain foods, eating five veg a day, etc). These would be great to include in both the 'practical applications' and 'gamification influences a person's motivation' sections.
  2. Second, a research piece which examines the The demographic differences in perceived benefits from gamification. Interestingly, the study finds that as an individual uses a gamification app/system, the perceived enjoyment and usage reduces with extended use; At first, it is a novelty and exciting. The study also discusses that the genders differ in their decision making processes and their motivations which can be seen in the end results of the study - women were found to be more socially inclined and reaped greater social benefits from gamification use compared to males. These results would be great to include in the 'practical applications' section of your chapter although they are not all that positive. Additionally, comparing the other demographics (such as age and education level) included in that study may provide interesting points for your chapter.

Best of luck. --U3117126 (discusscontribs) 04:20, 22 August 2017 (UTC)Reply

Title?

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Hi there,

My name is Maggie and, as you probably guessed, I am also completing Motivation and Emotion this semester. Your topic looks fascinating and you seem to have given a great deal of thought already to how you are going to set out your chapter and what your focus is going to be. Relating to that, I wondered if maybe you had considered refining your title to something that more closely reflects the proposed contents of of your chapter, all of which seems to revolve around good health/lifestyle choices - something like 'Gamification and Motivation: How can Gamification Help Motivate a Healther Lifestyle?', maybe. You seem to have invested thought and time into narrowing your focus to a particular outcome, and it may be more informative to a potential reader if your title reflected that, however, it is just a thought. I am very much looking forward to seeing your chapter develop and I am excited to learn what you find. Any feedback or notes you might have for my topic development (which is not yet as well developed as yours) would also be appreciated.

Happy writing :) --MMMRH9416 (discusscontribs) 05:52, 29 August 2017 (UTC)Reply


Topic development review and feedback

The topic development has been reviewed according to the marking criteria. Written feedback is provided below, plus there is a general feedback page. Please also check the chapter's page history to check for editing changes made whilst reviewing through the chapter. Responses to this feedback can be made by starting a new section below and/or contacting the reviewer. Topic development marks will be available later via Moodle. Keep an eye on Announcements. Note that marks are based on what was available before the due date, whereas the comments may also be based on all material available at time of providing this feedback.

 

Title, sub-title, TOC

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  1. Very good
  2. Authorship details removed - authorship is as per the page's editing history

User page

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  1. Created, minimalistic

Social contribution

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  1. 1 moodle contribution link provided
  2. Also consider making Wikiversity contributions

Section headings

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  1. Meaningful, 2-level heading structure suggested
  2. Check and correct capitalisation
  3. Sections which include sub-sections should also include an overview paragraph (which doesn't need a separate heading) before branching into the sub-headings.
  4. Consider integrating theory and research throughout, rather than leaving these to separate add-on sections
  5. Note to avoid providing too much background/generic material e.g., about gamification. Instead briefly summarise background concepts and provide wiki links to further information. Then focus most of the content on directly answering the core question posed by the sub-title of chapter.

Key points

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  1. Write in the third person, unless there is a particularly pertinent first-person example
  2. Consider abbreviating the Overview and putting more detailed information into subsequent sections
  3. Excellent use of focus questions
  4. Consider introducing an example/case study into the Overview to help engage the reader
  5. Promising use of examples in main body
  6. Is there some meaningful way to gamify this chapter to make it more interactive e.g., a quiz question per major section?

Image

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  1. Excellent use of image to provide an example - perhaps also use the caption to link to a relevant video which shows the staircase in action
  2. Consider increasing image size from default

References

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  1. Good sources. For APA style e.g., check capitalisation, activeness of hyperlinks, use the new recommended format for dois - http://blog.apastyle.org/apastyle/2014/07/how-to-use-the-new-doi-format-in-apa-style.html, do not include issue numbers for journals which are continuously numbered within a volume

Resources

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  1. See also
    1. 1 good link to provided to a Wikiversity book chapter
    2. Also consider providing links to relevant Wikipedia articles
  2. External links
    1. None provided

-- Jtneill - Talk - c 22:53, 15 October 2017 (UTC)Reply

Pokemon

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What an awesome topic! Id love to see this when it's completed. Ive been using a hectic zombie running app to make exercising fun.

I Added the image of Pokemon Go to help break up the blocks of text in that spot and also tried to fix a few of the other images. Couldnt get the staircase one right. Keep it up! --Maddison Frost (discusscontribs) 12:13, 22 October 2017 (UTC)Reply


Chapter review and feedback

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This chapter has been reviewed according to the marking criteria. Written feedback is provided below, plus there is a general feedback page. Please also check the chapter's page history to check for editing changes made whilst reviewing through the chapter. Responses to this feedback can be made by starting a new section below and/or contacting the reviewer. Chapter marks will be available later via Moodle, along with social contribution marks and feedback. Keep an eye on Announcements.

 

Overall

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  1. Overall, this is a reasonably good chapter. It could be improved by providing a basis in relevant psychological theory and research.
  2. For additional feedback, see these copyedits.
  1. Gamification is adequately described, with several relevant examples, including illustrative case studies.
  2. However, motivational theory supporting gamification could be described in greater detail.
  1. Basic description of some relevant research is provided, but this chapter doesn't seem to offer a comprehensive review.
  2. Some statements were unreferenced - see the [factual?] tags
  3. When describing important research findings, indicate the size of effects in addition to whether or not there was an effect or relationship.
  4. Greater emphasis on major reviews and meta-analyses would be helpful.
  1. Written expression
    1. The chapter is reasonably well written, with room for improvement in spelling and grammar.
    2. What are the take-home messages in response to the focus questions?
  2. Layout
    1. Avoid having sections with only one sub-sections.
    2. Sections which include sub-sections should also include an introductory paragraph (which doesn't need a separate heading) before branching into the sub-headings.
  3. Learning features
    1. More effective use could be made of links - e.g., to the game apps discussed.
    2. Adding interwiki links would make the text more interactive.
    3. Basic use of images.
    4. No use of tables.
    5. No use of quizzes.
    6. Good use of case studies.
  4. Spelling, grammar, and proofreading
    1. Check and correct use of ownership apostrophes e.g., individuals -> individual's
    2. Use Australian spelling - e.g., hypothesize -> hypothesise
    3. Spelling can be improved - e.g., see the [spelling?] tags.
    4. The grammar for some sentences could be improved - e.g., see the [grammar?] tags.
  5. APA style
    1. Citations
      1. A comma is needed before "&" for citations involving three or more authors
      2. Use ampersand (&) inside brackets and "and" outside brackets.
    2. References are not in full APA style e.g.,
      1. Check and correct capitalisation
      2. See new doi format
      3. Do not include issue numbers for journals which are continuously numbered within volumes.


Multimedia feedback

The accompanying multimedia presentation has been marked according to the marking criteria. Marks are available via the unit's Moodle site. Written feedback is provided below, plus see the general feedback page. Responses to this feedback can be made by starting a new section below. If you would like further clarification about the marking or feedback, contact the unit convener.

 

Overall

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  1. Overall, ...
  1. Excellent use of an example at the beginning.
  2. Great overall, applied message, with examples.
  3. Theory is useful - perhap also point out how these theories work in, say, Pokemon Go.
  1. Audio is well-paced and easy to follow.
  2. Visuals are clear and easy to understand.
  1. Subtitle missing.
  2. Audio sounds like maybe it was recorded with an on-board microphone rather than headset microphone - i.e., a bit echoey?
  3. Visual production is clear.
  4. Music worked well for intro, but probably should be dimmed or muted during presentation of the main content.
  5. Good use of text animation and images.
  6. Presentation seems to stop suddenly.
  7. No link is provided to the book chapter.
  8. Copyright of images may have been violated - there are no details of the image sources and their licenses.

-- Jtneill - Talk - c 07:30, 23 November 2017 (UTC)Reply

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