Chapter 9. Super-boost Gamification with Social Elements (Groups)
This chapter is about the potential to increase motivation by including social game elements in your Gamification strategies. A Gamification experiment with thousands of MOOC participants measured participation of learners in three groups: plain, game, and social. Students in the game condition had a 22.5 percent higher test score in the final test compared to students in the plain condition. Students in the social condition showed an even stronger increase of almost 40 percent compared to students in the plain condition. (See http://www.henningpohl.net/papers/Krause2015.pdf).
This chapter will cover the following topics:
Moodle groups
Gradebook averages
Group averages
When implemented correctly, teamwork is a very powerful motivation. Multiplayer modes in video games are increasingly common. Team-based sports are an important part of life for many children and adults. However, tapping in to the basic human need for affiliation...