Gamification
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Interesting numbers and facts about gamification and education.

Sources/Examples:

1.2 Million Students in the U.S. fail to graduate from high school every year.

According to Joey Lee and Jessica Hammer at Columbia Teachers College, "the default environment of school often results in undesirable outcomes such as disengagement, cheating, learned helplessness, and dropping out."

What elements of gaming can we harness for educational purposes?

  • Progression - See success visualized incrementally

    1. Levels: Ramp up and unlock content
    2. Points: Increase the running numerical value of your work
  • Investment - Feel pride in your work in the game

    1. Achievements: Earn public recognition for completing work
    2. Appointments: Check in to receive new challenges
    3. Collaboration: Work with others to accomplish goals
    4. Epic Meaning: Work to achieve something sublime or transcendent
    5. Virality: Be incentivized to involve others
  • Cascading Information Theory - Unlock information continuously

    1. Bonuses: Receive unexpected rewards
    2. Countdown: Tackle challenges in a limited amount of time
    3. Discovery: Navigate through your learning environment and uncover pockets of knowledge
    4. Loss Aversion: Play to avoid losing what you have gained
    5. Infinite Play: Learn continuously until you become an expert
    6. Synthesis: Work on challenges that require multiple skills to solve

The percentage of U.S. households that play computer or video games:

72%

Primary Console Players:

  • Female:

    1. XBOX 360: 11%
    2. Wii: 80%
    3. PS3: 9%
  • Male:

    1. XBOX 360: 38%
    2. Wii: 41%
    3. PS3: 21%

Number of active gamers in the United States in 2011: 147 million.

Total U.S. population: 300M; Active internet population aged 10-65: 227M; Active gamers: 147M.