
Zichermann's 6 Rules of Gamification
Authored by Rachel Hill
Professional Development
Professional Development
Used 1+ times

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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 BLANKS 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...
(a)
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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