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Zichermann's 6 Rules of Gamification

Authored by Rachel Hill

Professional Development

Professional Development

Used 1+ times

Zichermann's 6 Rules of Gamification
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6 questions

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1.

MULTIPLE CHOICE QUESTION

1 min • 5 pts

The first rule is to Understand the Win. Which of the following would be a win for a K-12 classroom?

Increased student engagement

Increased student motivation

Decreased undesirable behaviors

All of these

2.

MULTIPLE CHOICE QUESTION

1 min • 5 pts

Rule #2 is to unpack the player's intrinsic motivation and progress towards mastery. This means to focus on the students' ...

favorite color and pet

name and country of origin

needs and interests

grades and test scores

3.

MULTIPLE CHOICE QUESTION

1 min • 5 pts

The third rule is to design for the emotional human, not the rational human. This is backed by the fact that people tend to act impulsively rather than logically. Which of the following is a way to focus on an emotional human response?

Designing a game around puppies, everyone loves puppies.

Asking students to pick partners that they like working with

Using student reading levels to assign books

Making the "Next" button large and green and the "Back" button smaller and red.

4.

OPEN ENDED QUESTION

1 min • 5 pts

The fourth rule is to develop scalable, meaningful intrinsic and extrinsic rewards. We've been discussing these a lot lately. List 3-5 rewards and state if they are intrinsic or extrinsic.

Evaluate responses using AI:

OFF

5.

FILL IN THE BLANK QUESTION

1 min • 5 pts

Rule #5 is to use a leading platform vendor. The two platforms for gamification in the classroom that we've discussed are...

6.

DRAW QUESTION

3 mins • 5 pts

Rule #6 is to make it fun! Draw or find an image to show how you like to have fun!

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