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Gamification: Work can be fun?
11101.101.11111011101
Torsten Reiners
3. Fun is an experience - short-term,
often unexpected, informal,
not cerebral and generally purposeless
Fun is the enjoyment
of pleasure,
Particularly in leisure activities.
10. Gamification
Integrating game dynamics
into your site, service, community, content or campaign,
in order to drive participation.
the use of game design elements in non-game contexts
motivational elements of games + learning
activities + communicate and share
accomplishment + goals
= direct the attention + motivate for action
fun, play, passion
20. HYPE CYCLE by Gartner
70% of Global 2000 have at
least one Gamified application
50% of companies with
innovative processes will
gamifiy those processes By 2015
40. Advanced Gaming
Components
• Game over
• Next life
• Save points
• Rewind
• Multi-player
• NPC / Ghosts
• Slow motion
• Awards
2012-11-29 Gamification in logistics and supply chain
education
52. nDiVEOLT Grant 2013-2014
(AUD 220,000)
Torsten Reiners, Lincoln C. Wood, Vanessa Chang
Christian Guetl, Jan Herrington, Hanna Teräs
53. nDiVEOLT Grant 2013-2014
(AUD 220,000)
n-Dimensional Immersive Virtual Environment
• increase authenticity through inclusion of real-life complexity
• use scenarios linked into a comprehensive supply chain
• include gaming mechanisms to increase student engagement
54. Skills Training in L&SCM
• Difficult to observe for the learner
• Long time-periods without events before the
outcome of decisions becomes visible
• Consequences that are not desirable to
replicate in real-life environments
58. nDiVE: 3D Environment
• Multiple communication channels
• Social awareness
• Knowledge transfer and understanding
• Presence
• Feeling of being part of the environment
• Increase of motivation and productivity
• Awareness of others
• Decreasing barriers
• Facilitation of collaboration
59. nDiVE: Authenticity
• Interested in complete immersion of learners in a
scenario
• Not requiring a real-world setting
• Pedagogical strategies to enable students
to act as if they were operating
in a real environment
72. • Identify all the tasks you don’t like doing
• Assign these various tasks and stuff point values
• Base the rewards, like drinking a beer
• Track everything
• Modify the point values as needed
• Have success weeks and milestone prizes
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