Gamification

An educational approach to motivate learners to learn by using video game design and game elements in learning environments.

Why Gamification?

Gamification increases the appeal of learning processes, innovation, fun, productivity, the ability to retain knowledge and acquire new skills.

Take a look at few of my project where I have used Gamification.

01. Millionaire Quiz

The learner is presented with “Who wants to be a Millionaire” show look-a-like Quiz Game. Similar to the show they are presented with a question and 4 options and 3 help-lines. For every correct answer they earn money and keep proceeding. The goal of this project is to assess the learners knowledge on ADDIE, using a creative & interesting Quiz show game.

02. Gamification in eLearning

The learner is presented with Mario look-a-like game, where they have to move the player from start to end, in-between answering the questions based on eLearning to reveal missing bridge and ladders. The goal of this project is to assess the learners knowledge on Gamification in eLearning using a creative and interesting Mario look-a-like game.

03. World Wildlife India Awareness

The learner is presented with a quiz question on the rhinoceros, with four options. They have to scratch the button beside the correct answer, to submit. The goal of this project is to assess the learners knowledge on rhinoceros and also educate them on wildlife awareness, using a creative & interesting game.

04. Code of Conduct

The learner is presented with a golfer ready to hit the ball and a quiz question, to which if they answer correctly they can proceed closer to the golf hole. Depending how they perform, they are awarded with a tag. The goal of this project is to assess the learners knowledge on Code of Conduct using a creative and interesting game of Golf.

05. Guess The Word

The learner is presented with a question and a set of letters. The learner has to choose the correct letters to form the answer. For every incorrect choice they lose one lifeline. They can use the hint provided. The goal of this project is to assess the learners knowledge on the moral code that guides the behavior of employees with regard to decision making.

06. Find The Word

The learner is presented with a crossword puzzle, where they have to find the word, as an answer for the question on the topic of Time Management, displayed to them. They earn a star for every correct answer. The goal of this project is to assess the learners knowledge on Time Management using a creative and interesting game of crossword puzzle.

07. Ways to Delight your Hotel Guest

The learner is presented with a creative and engaging presentation on the ways they can delight their hotel guests. Followed by a quiz, where they are presented with a situation, and asked to take correct decisions, to earn stars. The goal of this project is to educate & assess the learners knowledge on the topic of decision making in hospitality industry.

08. Clear the Air

The learner has to spin the wheel to select the points they can earn, and is presented with a question on Air Pollution. If the answer is correct they earn the point else they lose them. The goal of this project is to assess the learners knowledge on Air Pollution using a creative and interesting game of, spin the wheel.

09. Management

The learner is presented with a quiz on three categories of Management. Each category has 5 questions. Learner has to randomly select any of the 15 questions and answer them correctly to gain points already assigned to each question. The goal of this project is to assess the learners knowledge on the topic of Management.

10. Shopping Online

The learner is guided through an effective way of shopping online and is presented with a quiz to earn some discount coupons. The goal of this project is to make learners aware of online shopping skills and also assess their learning, using an creative and rewarding way of earning discount coupons.

11. Internet Of Things

The learner is introduced to Internet Of Things (IIoT) and is presented with a board game, where they move and are interrupted by an obstruction, to clear it they have to answer correctly to the quiz question presented to them. The goal of this project is to assess the learners for their knowledge on IIoT, through the use of gamification.

12. Forms of Business

The learner is presented with a board of question numbers, a button to pick a question randomly. They have to answer at least 5 correct answers to pass the quiz else they lose. The goal of this project is to assess learners knowledge on the different forms of business, with the use of gamification.

13. Listen & Select

The learner has to listen to the word carefully and select the correct animal, thereby earning more points. The goal of this project is to develop & improve learners listening & matching skills.

14. Spell the Word

The learner has to drag & arrange the letters to spell the word correctly, thereby earning more points. The goal of this project is to develop & improve learners motor & spelling skills.

15. Water Sense

The learner has to answer questions and earn points for correct answers. The points they earn are randomly generated. The goal of this project is to improve learners in understanding how to conserve water and how to keep it clean.

16. Water Conservation

The learner has to roll the dice and see on which block their luck lands them. Every block has either something to learn or some fun elements. The goal of this project is to improve learners in understanding how to conserve water.

error: