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Gamification: from frustration to fun

Publicado no dia: 24/04/2019 Voltar
Abstract 
 
Trainings are often boring and fun games. How can you use game mechanics and make training fun and effective? In this article we discuss basic issues that should be taken into account when building games. 

Games can be categorized into Entertainment, Gamification and Serious Game. Entertainment is only about fun; Gamification aims to apply gaming elements to get game benefits on problems that are not originally gaming. Serious Game is the application of elements of game mechanics for transmission of knowledge. 

Regardless of the application category, it is important that the Game Designer has in mind the behaviors and feelings that you want to arouse in your student-player.
Motivation and behavior models such as B = MAT can support the development of games aimed at keeping the player motivated and increase the effect of knowledge transmission in the case of Serious Games. 

Games have efficiency far superior to conventional trainings. Several studies prove efficiency. ScrumGame has important evidences of qualitative and quantitative improvements of its students with the use of Scrum Game Simulator. Over 90% of students pass certification exams after training and the classroom climate does not remember a classroom at all. 
ScrumGame has a gaming environment where the student-player is an active being in the process and center of learning. We completely withdraw the student from the conventional posture where the teacher is the holder of the teaching process.

The use of the ScrumGame Simulator enables complex day-to-day problems of an agile project where the student-player can experience not only the ceremonies, artifacts and roles of Scrum, but also realize the human process of developing the work in teams, collaboration, negotiation, multidisciplinary, autonomous and self-organized teams. 
By inserting the student in the context of a "real" project, with instant feedback it is possible for the student to reflect on his or her actions and learn in practice. Thus, we do not simply transmit information like conventional market training. We transmit experience, skills and new skills to our students.