Table of Contents
How Gamification can help people
integrate into society
Abstract
The main subjects I want to discuss is Gamification and
Social behaviour. How Gamification can help people to
integrate them into society? I am going to explain the
potential of Gamification and how it motivates users to
achieve certain goal. Maybe someone is struggling with
low self-esteem or disability and they want to improve
their language skills. Gamification can stimulate and
engage users with learning contents, and other
participants to create gripping socially-driven user
experiences.
Author Keywords
Disability; Accessibility; Social; Autism; Self-esteem;
Society; Integration; Gamification; Education;
Introduction
Our society is getting more complex each day and
people find it difficult to integrate. People struggle from
mental disability or low self-esteem and it is a very big
challenge for them. Things change rapidly and it affects
people. But with help from the technology our lives can
become better and less mind-boggling. How
Gamification can help people with social skills?
The strengths of Gamification
Gamification is the use of game mechanics and
experience design to engage and motivate people to
Copyright © 2019 by Benas Blinstrubas”,
Saxion University of Applied Sciences
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Benas Blinstrubas
Saxion University of Applied Sciences
Enschede, 7511 JL, NL
425984@student.saxion.nl
achieve certain goal. Gamification has reputation. It
has drawn attention of journalists, academics and
business professionals. Gamification is as diverse as
other educations, such as, information studies, human–
computer interaction, and health. Throughout recent
years “gamification” has gained significant reputation
among practitioners and game scholars (Kai Huotari
and Juho Hamari, 2012).
How Gamification benefits social behaviour
Gamification goal is to motivate and engage user in
certain activity. Our social behavior can be affected and
it may depend on gamification, because, it encourages
and rewards users for their efforts, which mean they
have urge to do more things based on their progress.
There are some methods and theories to assist in
changing the behaviour of an individual or a community
(N.I.C.E. 2007). Social parts influences individual’s
behaviour through social standards and refers to an
individual’s viewpoint of how important others regard
the target group behaviour and whether they suppose
someone to achieve that behaviour (Ajzen, 1991;
Fishbein and Ajzen, 1975). In order to influence
behaviour, we need to know how behaviour is formed
and what influences behaviour, this includes
behavioural variation methods, as well as cultural and
social influences (Alaa AlMarshedi et all., 2017).
According to the studies within the research group, it
has shown that Digital Games Based Learning (DGBL)
can have a positive effect people with intellectual
disabilities and associated sensory impairments. These
include improved measures of choice reaction time
(Standen et al., 2009), decision making (Standen et
al., 2009)”,
memory (Brown et al., 2008), and functional skills
(Brown et al., 2011a). The goal of the first study was to
examine the potential of using location-based services
to teach route learning to students with disabilities.
Preparation for real-world problem solving
Gamification can support training and practice in
deploying cognitive skills essential for scientific
thinking, and also provide an apprenticeship in
thinking—and acting. (Bradley J. Morris et al., 2013)
Disability
Disabled people becoming angrier at their degree of
exclusion within society generally and the disablist
assumptions which inform the main belief about their
identity and abilities. The lack of disabled people’s
opinions and concerns is not because they have nothing
to say, but rather, that they are not encouraged or
given opportunities to speak (Len Barton, 2007).
Teaching the Disabled
Everybody agrees that teaching works best when it is
tailored to the student. But some people can struggle
behind classrooms, because of their poor performance
due to disability. But gamification can alter people’s
learning routine. The main goal of it is to motivate
people. It is possible to learn, when users want to
learn, and it makes things more exciting and appealing
(Matthew Lynch, 2016). Gamified learning turns
outdated and boring traditional education into
something more appealing that people will enjoy”,
because it will engage and reward users for their
efforts.
Game-Based-Learning
Examples
A few years back a New York
City school teacher made a
version of Minecraft for
schools called MinecraftEdu.
The elements of the classic
version were improved to
support the teaching
environment. Text blocks
were added so that teachers
could give students more
contexts about whatever
world they created (Sharbori
Chakraborty 2016).
Social Gamification
Video games, mostly, social games are becoming more
popular within the community and it has drawn some
significant attention as people saw its potential as
innovative teaching tools (Jorge Simões et al., 2013).
There is a form of education where we can have
innovative teaching tools since it can encourage people
to become more interested and boost their self-esteem
or motivation.
Negative sides of Gamification
Not everything has a bright side and gamification is not
exception. Even though there is an increasing number
of how gamification has reputation. Thus, it looks like
that only few researchers are discussing the cons of
gamification in learning environments and how to avoid
it.
References
[1] Kai Huotari, Juho Hamari (October 03, 2012)
Defining gamification: a service marketing perspective
https://dl.acm.org/citation.cfm?id=2393137
[2] Alaa Al Marshedi, Vanissa Wanick, Gary B. Wills and
Ashok Ranchhod (2017)
Gamification and Behaviour
[3] Hamari, J., & Koivisto, J. (June 5–8, 2013) SOCIAL
MOTIVATIONS TO USE GAMIFICATION: AN EMPIRICAL
STUDY OF GAMIFYING EXERCISE
[4] Luis de-Marcos, Eva García-López, Antonio García-
Cabot (April 2016)
On the effectiveness of game-like and social
approaches in learning: Comparing educational gaming”,
gamification & social networking.
https://www.sciencedirect.com/science/article/pii/S036
0131515300981
[5] Sharbori Chakraborty (April 26, 2016)
https://www.infoprolearning.com/blog/differences-
between-games-game-based-learning-gamification/
[6] Len Barton (2007)
https://www.tandfonline.com/doi/pdf/10.1080/026746
49366780251?needAccess=true
[7] Bradley J. Morris1, Steve Croker, Corinne
Zimmerman, Devin Gill and Connie Romig (September
09, 2013)
https://www.frontiersin.org/articles/10.3389/fpsyg.201
3.00607/full
[8] Matthew Lynch (October 11, 2016)
https://blogs.edweek.org/edweek/education_futures/20
16/10/gamification_can_reinvigorate_teaching_and_lea
rning_an_introduction.html
[9] Sharbori Chakraborty (April 26, 2016)
https://www.infoprolearning.com/blog/differences-
between-games-game-based-learning-gamification/
[10] Jorge Simões; Rebeca Díaz Redondo and Ana
Fernández Vilas (March, 2013)
https://www.sciencedirect.com/science/article/pii/S074
7563212001574
[11] Fernando R. H. Andrade Riichiro Mizoguchi Seiji
Isotani (June 2, 2016)
https://link.springer.com/chapter/10.1007/978-3-319-
39583-8_17
[12] David Brown, Penny Standen, Maria Saridaki, Nick
Shopland, Elina Roinioti, Lindsay Evett, Simon
Grantham, Pauline Smith (2013)
Engaging Students with Intellectual Disabilities through
Games Based Learning and Related Technologies.
https://doi.org/10.1007/978-3-642-39194-1_66
https://dl.acm.org/citation.cfm?id=2393137
https://www.sciencedirect.com/science/article/pii/S0360131515300981
https://www.sciencedirect.com/science/article/pii/S0360131515300981
https://www.infoprolearning.com/blog/differences-between-games-game-based-learning-gamification/
https://www.infoprolearning.com/blog/differences-between-games-game-based-learning-gamification/
https://www.tandfonline.com/doi/pdf/10.1080/02674649366780251?needAccess=true
https://www.tandfonline.com/doi/pdf/10.1080/02674649366780251?needAccess=true
https://www.frontiersin.org/articles/10.3389/fpsyg.2013.00607/full
https://www.frontiersin.org/articles/10.3389/fpsyg.2013.00607/full
https://blogs.edweek.org/edweek/education_futures/2016/10/gamification_can_reinvigorate_teaching_and_learning_an_introduction.html
https://blogs.edweek.org/edweek/education_futures/2016/10/gamification_can_reinvigorate_teaching_and_learning_an_introduction.html
https://blogs.edweek.org/edweek/education_futures/2016/10/gamification_can_reinvigorate_teaching_and_learning_an_introduction.html
https://www.infoprolearning.com/blog/differences-between-games-game-based-learning-gamification/
https://www.infoprolearning.com/blog/differences-between-games-game-based-learning-gamification/
https://www.sciencedirect.com/science/article/pii/S0747563212001574
https://www.sciencedirect.com/science/article/pii/S0747563212001574
https://link.springer.com/chapter/10.1007/978-3-319-39583-8_17
https://link.springer.com/chapter/10.1007/978-3-319-39583-8_17
https://doi.org/10.1007/978-3-642-39194-1_66
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