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Gejmifika ciya igrovizaciya gejmizaciya angl gamification vikoristannya igrovih praktik ta mehanizmiv u neigrovomu konteksti dlya zaluchennya kincevih koristuvachiv do rozv yazannya problem 1 2 3 Gejmifikaciya bula doslidzhena u dekilkoh carinah sered yakih vzayemodiya z kliyentami 4 vikonannya fizichnih vprav 5 povernennya investicij yakist danih punktualnist ta navchannya 6 Bilshist doslidzhen z igrovizaciyi pokazali pozitivni tendenciyi pislya gejmifikaciyi 7 Zmist 1 Metodi 2 Istoriya gejmifikaciyi 3 Elementi dizajnu gri 3 1 Ochki 3 2 Znachki 3 3 Tablici lideriv 3 4 Grafiki produktivnosti 3 5 Znachushi istoriyi 3 6 Avatari 3 7 Tovarishi po komandi 4 Vikoristannya v navchanni 5 PrimitkiMetodi red Metodi gejmifikaciyi pragnut zaluchiti prirodni lyudski instinkti konkurenciya dosyagnennya status samovirazhennya altruyizm rozv yazannya zadach V osnovi strategiyi gejmifikaciyi lezhit vinagorodzhennya za vikonani zavdannya Mozhut buti rizni tipi zaohochen bali 8 vidznaki abo rivni 9 indikator progresu 10 i vidacha vikonavcyu virtualnoyi valyuti 9 Konkurenciya ce she odin element yakij mozhna vikoristati u gejmifikaciyi Nadati mozhlivist vsim pracivnikam bachiti nagorodi inshih abo viplachuvati bonusi lideram i takim chinom stimulyuvati inshih vikonuvati zavdannya 11 Alternativnij pidhid do gejmifikaciyi nadati realnim zavdannyam harakteristik igrovogo svitu 12 Napriklad zaproponuvati dekilka mozhlivih variantiv rozv yazannya zadachi povtoriti iz prikladu postupovo uskladnyuvati 13 she mozhna dodati rozpovid chi peredistoriyu 12 Istoriya gejmifikaciyi red 1896 r odna iz pershih zgadok vikoristannya elementiv gejmifikaciyi Kompaniya Sperry amp Hutchinson vipustila specialni marki S amp H Green Stamp yaki vidavalis pokupcyam rozdribnih magaziniv avtozapravok tosho Zibrani marki vkleyuvalis v specialnij albom V podalshomu yih mozhna bulo obminyuvati na cinni podarunki 1908 r poyava skautskogo ruhu v yakomu vikoristovuyutsya vidznaki yak nagorodi za dosyagnennya Ce odin iz pershih prikladiv igrofikaciyi v upravlinni 1973 r publikaciya knigi Charlza Kunradta The Game of Work V nij porusheno pitannya pidvishennya produktivnosti roboti pracivnikiv za rahunok igrovih elementiv zapozichenih v sporti Sogodni Charlza Kunradta nazivayut didusem igrofikaciyi 2002 r poyava terminu gejmifikaciya Nik Peling zastosovuye termin gamification pid chas rozrobki koristuvackogo interfejsu 2005 r zasnuvannya platformi Bunchball yaka dopomagaye aktivizuvati koristuvachiv sajtiv za dopomogoyu igrovoyi mehaniki 2009 r poyava Foursquare odniyeyi iz najpopulyarnishih igrofikovanih socialnih merezh 2011 r prezentovano treker aktivnosti Fitbit yakij vikoristovuye gejmifikaciyu dlya pidvishennya rivnya interesu do sportu 2012 r Naomi Oldermen vipuskaye specialnij dodatok dlya smartfoniv Zombies Run odin iz najyaskravishih prikladiv igrofikaciyi zanyattya sportom 2012 r publikaciya knigi Kevina Verbaha ta Dena Hantera For the Win 2012 r na osvitnij platformi Coursera startuye navchalnij kurs Kevina Verbaha Gamification Arhivovano 10 bereznya 2018 u Wayback Machine Zavdyaki videolekciyam miljoni koristuvachiv z usogo svitu diznalis sho take gejmifikaciya 14 Elementi dizajnu gri red Elementi igrovogo dizajnu ye osnovnimi budivelnimi blokami dodatkiv gejmifikaciyi 15 16 Sered cih tipovih elementiv igrovogo dizajnu ye ochki znachki tablici lideriv grafiki produktivnosti zmistovni istoriyi avatari ta tovarishi po komandi 17 Ochki red Ochki ye osnovnimi elementami bezlichi igor i gejmifikovanih program 18 Zazvichaj voni vinagorodzhuyutsya za uspishne vikonannya pevnoyi diyalnosti v igrovomu seredovishi 19 i voni sluzhat dlya chiselnogo predstavlennya progresu gravcya 20 Mozhna rozriznyati rizni vidi tochok napriklad bali dosvidu bali yaki mozhna obminyuvati abo ochki reputaciyi a takozh rizni cili yaki sluzhat balami 21 Odniyeyu z najvazhlivishih cilej baliv ye nadannya zvorotnogo zv yazku Okulyari dozvolyayut vimiryuvati povedinku gravciv u gri voni sluzhat yak bezperervnij i negajnij zvorotnij zv yazok tak i yak nagoroda 22 Znachki red Znachki viznachayutsya yak vizualni uyavlennya pro dosyagnennya i mozhut buti zarobleni ta zibrani v seredovishi gejmifikaciyi 19 Voni pidtverdzhuyut dosyagnennya gravciv simvolizuyut svoyi zaslugi 23 i pomitno pokazuyut yih vikonannya rivniv abo cilej 24 Zaroblyayuchi znachok mozhe buti zalezhnim vid konkretnoyi kilkosti baliv abo konkretnih zahodiv u gri 19 Znachki mayut bagato funkcij sho sluzhat yak cili yaksho peredumovi dlya peremogi voni vidomi gravcevi abo yak simvoli virtualnogo statusu 19 Tak samo yak tochki znachki takozh nadayut vidguk oskilki voni vkazuyut yak vikonali gravci 25 Znachki mozhut vplivati na povedinku gravcya sho vedut yih shob vibrati pevni marshruti ta vikliki shob zarobiti znachki pov yazani z nimi 26 Krim togo yak znachki simvolizuyut svoye chlenstvo v grupi tih hto volodiye cim osoblivim znachkom voni takozh mozhut nadavati socialni vplivi na gravciv ta spivgromadi 23 Tablici lideriv red U tablici lideriv gravciv rozmishuyut vidpovidno do yih vidnosnogo uspihu vimiryuyuchi yih za pevnim kriteriyem uspihu 27 Takim chinom liderski doshki mozhut dopomogti viznachiti hto vikonuye najkrashe u pevnij diyalnosti 28 i takim chinom konkurentni pokazniki progresu sho stosuyutsya vlasnoyi produktivnosti gravcya do produktivnosti inshih Odnak motivacijnij potencial lideriv zmishuyetsya Verbah ta Hanter 19 vvazhayut yih efektivnimi motivacijnimi chinnikami yaksho na nastupnomu rivni zalishilosya lishe kilka ochok a yak demotivatori yaksho gravci opinyayutsya vkinci tablici Konkurenciya sprichinena cim rejtingom mozhe stvoriti suspilnij tisk shob zbilshiti riven zaluchennya gravcya ta otzhe mozhe mati konstruktivnij vpliv na uchast ta navchannya 29 Odnak ci pozitivni naslidki konkurenciyi shvidshe za vse yaksho vidpovidni konkurenti priblizno na odnomu rivni 30 31 Grafiki produktivnosti red Grafiki produktivnosti yaki chasto vikoristovuyutsya v modelyuvanni abo strategichnih igrah nadayut informaciyu pro produktivnist gravciv u porivnyanni z yih poperednistyu produktivnosti pid chas gri 17 Takim chinom na vidminu vid lideriv grafiki produktivnosti ne porivnyuyut produktivnist gravcya inshim gravcyam ale zamist cogo ocinyujte vlasni rezultati gravcya z chasom Na vidminu vid socialnogo etalonnogo standartu lideriv grafiki produktivnosti bazuyutsya na individualnomu etalonnomu standarti Grafichno vidobrazhayuchi produktivnist gravcya protyagom pevnogo periodu voni zoseredzheni na polipshenni Teoriya motivaciyi postulyuye sho ce spriyaye oriyentuvannyu majsternosti yaka osoblivo korisna dlya navchannya 17 Znachushi istoriyi red Znachushi istoriyi elementi dizajnu gri yaki ne stosuyutsya produktivnosti gravcya Narativnij kontekst v yakomu igrova programa mozhe buti vbudovanoyu kontekstnim diyam ta simvolami v gri ta nadaye yim znachennya za dopomogoyu prostogo poshuku tochok ta dosyagnen 32 Istoriya mozhe buti povidomlena zagolovkom gri napriklad kosmichni zagarbniki abo skladnimi syuzhetnimi liniyami harakternimi dlya suchasnih rolovih videoigor napriklad seriya starshih sortovih sortiv 32 Rozpovidni konteksti mozhut buti oriyentovani na realni bez igrovih kontekstiv abo diyati yak analogiyi realnih nalashtuvan Ostannij mozhe zbagatiti nudnim ledve stimulyuyuchi konteksti i yak naslidok nadihaye ta motivuvati gravciv osoblivo yaksho istoriya vidpovidaye yihnim osobistim interesam 33 Takim chinom istoriyi takozh ye vazhlivoyu chastinoyu u programah Gamification oskilki voni mozhut zminiti znachennya realnih zahodiv dodavshi rozpovid nakladannya napriklad polyuvali zombi zbirayuchis zapustiti Avatari red Avatari ce vizualni uyavlennya pro gravciv u mezhah gri abo navkolishnogo seredovisha gri 19 Zazvichaj voni vibirayutsya abo navit stvoryuyutsya gravcem 32 Avatari mozhut buti rozrobleni dosit prosto yak prosto piktograma abo voni mozhut buti skladno animovanimi trivimirnimi uyavlennyami Yih osnovna formalna vimoga polyagaye v tomu sho voni bezpomilkovo identifikuyut gravciv i vstanovlyuyut yih okremo vid inshih avatariv lyudini abo komp yuternogo kontrolyu 19 Avatari dozvolyayut gravcyam prijnyati abo stvoriti inshu identichnist a v kooperativnih igrah stati chastinoyu spilnoti 34 Tovarishi po komandi red Nezalezhno vid togo chi ye voni inshimi realnimi gravcyami abo virtualnimi nepracezdatnimi personazhami mozhut viklikati konflikt konkurenciyu abo spivpracyu 32 Ostannim chinom mozhut buti sprichineni osoblivo shlyahom vvedennya komand tobto stvoryuyuchi viznacheni grupi gravciv yaki pracyuyut razom do spilnoyi meti 19 Metaanalitichni dokazi pidtrimuyut sho poyednannya konkurenciyi ta spivpraci v igrah jmovirno bude efektivnim dlya navchannya 35 Vikoristannya v navchanni red Metodi gejmifikaciyi nabuli shirokogo poshirennya v osviti Zokrema populyarnimi j zrozumilimi prikladami ye doshki poshani sistema ocinyuvannya v molodshij shkoli zamist 5 chi 12 balnoyi sistemi vidmitki u viglyadi sonechka hmarinki tosho zmagannya mizh klasami za simvolichnu valyutu vikoristannya igrovih elementiv bezposeredno pid chas urokiv tosho Gejmifikaciya mozhe vikoristovuvatisya u takih vipadkah Formuvannya pevnih navichok abo povedinki Vizualizaciya ta pidkreslennya takih dij i navichok yaki vazhko prodemonstruvati za dopomogoyu tradicijnih metodik Shob zahopiti uchniv stvoriti svoyeridne zmagannya mizh nimi Shob uchni sami mogli sposterigati za vlasnim progresom Primitki red Zichermann Gabe Cunningham Christopher August 2011 Introduction Gamification by Design Implementing Game Mechanics in Web and Mobile Apps vid 1st Sebastopol California O Reilly Media s xiv ISBN 1449315399 Arhiv originalu za 12 zhovtnya 2013 Procitovano 10 grudnya 2012 angl Huotari K amp Hamari J 2012 Defining Gamification A Service Marketing Perspective Proceedings of the 16th International Academic MindTrek Conference 2012 Tampere Finland October 3 5 Arhiv originalu za 4 zhovtnya 2013 Procitovano 27 kvitnya 2014 angl Sebastian Deterding Dan Dixon Rilla Khaled and Lennart Nacke 2011 From game design elements to gamefulness Defining gamification Proceedings of the 15th International Academic MindTrek Conference s 9 15 Arhiv originalu za 18 listopada 2018 Procitovano 27 kvitnya 2014 angl Hamari J 2013 Transforming Homo Economicus into Homo Ludens A Field Experiment on Gamification in a Utilitarian Peer To Peer Trading Service Electronic Commerce Research and Applications 12 4 236 245 Arhiv originalu za 6 kvitnya 2014 Procitovano 27 kvitnya 2014 angl Hamari J amp Koivisto J 2013 Social motivations to use gamification an empirical study of gamifying exercise Proceedings of the 21st European Conference on Information Systems Utrecht Netherlands June 5 8 Arhiv originalu za 28 lyutogo 2014 Procitovano 27 kvitnya 2014 angl Herger Mario 21 travnya 2012 Gamification Facts amp Figures Enterprise Gamification com Arhiv originalu za veresen 24 2013 Procitovano kviten 27 2014 angl Hamari J Koivisto J amp Sarsa H 2014 Does Gamification Work A Literature Review of Empirical Studies on Gamification Proceedings of the 47th Hawaii International Conference on System Sciences Hawaii USA January 6 9 Arhiv originalu za 6 kvitnya 2014 Procitovano 27 kvitnya 2014 angl Sutter John D 30 veresnya 2010 Browse the Web earn points and prizes CNN Arhiv originalu za 9 zhovtnya 2014 Procitovano 27 kvitnya 2014 angl a b Hamari Juho Eranti Veikko 2011 Framework for Designing and Evaluating Game Achievements Proceedings of Digra 2011 Conference Think Design Play Hilversum Netherlands September 14 17 Arhiv originalu za 26 lyutogo 2022 Procitovano 27 kvitnya 2014 angl O Brien Chris 24 zhovtnya 2010 Get ready for the decade of gamification San Jose Mercury News Arhiv originalu za 23 kvitnya 2011 Procitovano 27 kvitnya 2014 angl Byron Reeves J Leighton Read 2009 Total Engagement Using Games and Virtual Worlds to Change the Way People Work and Businesses Compete Harvard Business Press s 177 ISBN 978 1 4221 4657 6 angl a b Deterding Sebastian 28 veresnya 2010 Just Add Points What UX Can and Cannot Learn From Games UX Camp Europe Arhiv originalu za 28 travnya 2016 Procitovano 12 lyutogo 2013 Joel Falconer UserInfuser open source gamification platform http thenextweb com Arhiv originalu za 30 kvitnya 2016 Procitovano 27 kvitnya 2014 angl Jane McGonigal Read 2011 Reality Is Broken Why Games Make Us Better and How They Can Change The World Penguin Press s 122 ISBN 978 1 59420 285 8 angl Tkach Dmitro 24 11 2019 Marcrafters Istoriya igrofikaciyi marcrafters com ua uk UA Arhiv originalu za 11 sichnya 2020 Procitovano 11 sichnya 2020 Costa C J 2019 Gamification OAE Organizational Architect and Engineer Journal https doi org 10 21428 b3658bca 8ffccebf Arhivovano 26 lyutogo 2022 u Wayback Machine Deterding S Dixon D Khaled R amp Nacke L 2011 From Game Design Elements to Gamefulness Defining Gamification Paper presented at the 15th International Academic MindTrek Conference Tampere http dx doi org 10 1145 2181037 2181040 a b v Sailer Michael Hense Jan Ulrich Mayr Sarah Katharina Mandl Heinz 1 kvitnya 2017 How gamification motivates An experimental study of the effects of specific game design elements on psychological need satisfaction Computers in Human Behavior 69 371 380 ISSN 0747 5632 doi 10 1016 j chb 2016 12 033 nbsp Material was copied from this source which is available under a Creative Commons Attribution 4 0 International License Zichermann G amp Cunningham C 2011 Gamification by Design Implementing game mechanics in web and mobile apps Sebastopol O Reilly Media a b v g d e zh i Werbach K amp Hunter D 2015 The gamification toolkit dynamics mechanics and components for the win Philadelphia Wharton Digital Press Werbach K amp Hunter D 2012 For the Win How game thinking can revolutionize your business Philadelphia Wharton Digital Press Zichermann Gabe Cunningham Christopher August 2011 Introduction Gamification by Design Implementing Game Mechanics in Web and Mobile Apps vid 1st Sebastopol California O Reilly Media s xiv ISBN 978 1 4493 1539 9 Arhiv originalu archiveurl vimagaye url dovidka za 2 chervnya 2021 Procitovano 10 grudnya 2012 Sailer M Hense J Mandl H amp Klevers M 2013 Psychological perspectives on motivation through gamification Interaction Design and Architecture s Journal 19 28e37 a b Anderson Ashton Huttenlocher Daniel Kleinberg Jon Leskovec Jure 2013 Steering user behavior with badges Proceedings of the 22nd International Conference on World Wide Web WWW 13 angl Rio de Janeiro Brazil ACM Press 95 106 ISBN 9781450320351 doi 10 1145 2488388 2488398 Arhiv originalu za 16 lipnya 2019 Procitovano 10 lyutogo 2022 Antin J amp Churchill E F 2011 Badges in social media A social psychological perspective Paper presented at the CHI 2011 Vancouver Rigby C S amp Ryan R M 2011 Glued to games How video games draw us in and hold us spellbound Santa barbara Praeger Wang H amp Sun C T 2011 Game reward systems gaming experiences and social meanings Paper presented at the DiGRA 2011 conference Think Design Play Hilversum Costa J P Wehbe R R Robb J amp Nacke L E 2013 Time s Up Studying Leadboards For Engaging Punctual Behaviour Paper presented at the Gamification 2013 1st International Conference on Gameful Design Research and Applications Stratfort DOI 10 1145 2583008 2583012 Crumlish C amp Malone E 2009 Designing social interfaces Principles patterns and practices for improving the user experience Sebastopol O Reilly Media Inc Burguillo J C 2010 Using game theory and Competition based Learning to stimulate student motivation and performance Computers amp Education 55 2 566 575 doi 10 1016 j compedu 2010 02 018 Landers R N amp Landers A K 2014 An Empirical Test of the Theory of Gamified Learning The Effect of Leaderboards on Time on Task and Academic Performance Simulation amp Gaming 45 6 769 785 doi 10 1177 1046878114563662 Slavin R E 1980 Cooperative learning Review of Educational Research 50 2 315 342 doi 10 3102 00346543050002315 a b v g Kapp K M 2012 The gamification of learning and instruction Game based methods and strategies for training and education San Francisco Pfeiffer Nicholson S 2015 A RECIPE for meaningful gamification In T Reiners amp L C Wood Eds Gamification in education and business pp 1e20 New York Springer DOI 10 1007 978 3 319 10208 5 1 Annetta L A 2010 The I s have it A framework for serious educational game design Review of General Psychology 14 2 105 112 doi 10 1037 a0018985 Sailer Michael Homner Lisa 1 bereznya 2020 The Gamification of Learning a Meta analysis Educational Psychology Review angl 32 1 77 112 ISSN 1573 336X doi 10 1007 s10648 019 09498 w Otrimano z https uk wikipedia org w index php title Gejmifikaciya amp oldid 39682611