Online Gamification True or False
Gamification Strategy
Case Studies
Pros & Cons
Terminology
100

Games with a collaborative factor proved to be the most effective in student learning outcomes.

False, it’s a competitive factor.

100

A progression bar can be used to?

Visualize progress

100

Name an example of gamification?

Nike, Duolingo, Starbucks Loyalty. others

100

What is the average cost of producing an app?

37,000 to 170,000

100

The aim of gamification is to transform the event or platform into a game, True or False?

False

200

Gamification has proved to be effective only to those under the age of 18.

False, gamification has proved to be effective for all age groups.

200

What are leaderboards used for?

Ranking participants

200

Which company replaced annual reviews with a mobile, gamified solution with over 90% of employees participating voluntarily?

Spotify and Living Social

200

What is the main way of tracking feedback in gamification?

Progress apps

200

What is gamification?

Process of applying typical game components to other activities such as jobs.

300

Online gamification decreased in popularity post-pandemic?

False, online gamification had drastically increased in popularity and proved to be an effective way to educate students remotely.

300

True or False, Games should be made easy and not challenging.

False, games should challenge the player.

300

What was Starbucks most effective gamification experience?

Loyalty Program (Rewards App)

300

What types of rewards are the most common in gamification?

Employee benefits, achievement badges

300

What is game component that can be applied to non-game activities in order to keep people motivated and participating?

Point systems, rewards, competition, and problem solving.

400

All students now have the technology required to participate in gamified activities.

False, A major setback is some students may not have the technology required.

400

Game-based strategies can?

Improve learning and information retention

400

Which service did nike utilise to introduce gamification to it's users.

Nike Fuel

400

How does gamification differ from game-based learning?

Game-based learning targets a specific skill to master. Gamification uses game mechanics to track performance.

400

Gamification helps _______ users.

Engage

500

Another setback of online gamification is the limited ability to increase challenging problems in the game’s design.

False, games are an easy and effective method to incorporate increasingly challenging problems that build on previous concept.

500

What is the challenge for gamification?

Building a standard design for different uses.

500

How do you create a game that people want to play?

Create the game for different types of players.

500

What is the average wait time for feedback when applying gamification?

No wait time, its instant feedback.

500

For a gamificaiton to be considered effective, the game must introduce _________ & _________ for its users.

Goals and Objectives

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