Speed signs on the side of the road that track your speed and provide instant feedback. Personally, I don't like receiving a sad face which motivates me to follow the speed limits.
|
Loyalty cards, rewards cards, or point cards keep customers coming back to their stores. Some people find it so motivating that they are loyal to the store that they receive points from.
|
Social media follows, likes, etc. This is Twitter, which displays the number of followers an account has and the likes and 'retweets' each post receives. Trying to get as many followers or likes as possible is motivating, challenging, frustrating, and so on.
|
A place on the board where students' names are recorded if they demonstrate desired behaviours. As a positive reinforcement, students receive star coupons which they can put into a jar for a weekly prize draw. This is effective as the students enjoy the praise, recognition, and encouragement they get from their teacher and peers.
|
Fitbit rewards random "badges" at specific milestones through a notification on the app and by email. These silly badges are super motivating and fun!
|
The picture is of "Zombie Run." It is an app that basically tell you parts of a story the further you run. There are parts where you can pick the "next move." It is great for motivation to exercise.
|
School teachers sometime give small rewards for good behaviour.
|
The true blue platform, acknowledges colleagues on great work done on projects etc., they get points, and a badge, and the more points they accumulate allows them to redeem it at true blue store for gift cards etc or get a monthly gift card.
|
This is a picture of students using a Sphero to tell a story as the students navigate a maze! A great way to promote students' creativity...
|
This is a screenshot of Kahoot! I play this game in my French classes at the end of units to review vocabulary. Kids love it!
|
Strava is a fitness tracker app that is very motivating. It motivates people to keep pushing by receiving kudos (thumbs up) from friends/followers.
The story of how Strava was founded is very interesting as they really combine gamification and social connection. Listen here. |
The swear jar! Have a swear word you like to drop? Drop a dollar right after! The swear jar is a group "game" where the objective is to not lose any money. Each time someone swears, that person has to drop a dollar as penalty, then put a tally beside your name. The one with the least tallys gets to take all the money at the end of the month (or a certain period of time). The existence of a swear jar motivates the participants to not swear, but it does depend on all the participants engagement and "honor system".
|
Adjusto is an insurance app that tracks driving habits. It is designed to grant medals to promote good driving performance and allow second chances for poor driving decisions. It is like a rewarding game that has changed driving habits for the better.
|
The dreaded Costco Capital One Credit Card... which accumulates spending & rewards users in the form of (up to) 3% Cash Back. This reward system encourages users to spend more!
|
Capilano Suspension Bridge in 2018 offered activities that allowed visitors to explore the rainforests. Visitors can gather seals by following the map's 18 seal spots, and then got an "I made it" certificate. This made us feel as if the day had meaning, and we had much more fun while exploring the park.
|
Fitbit uses gamification to keep users motivated and to challenge them. One way is the use of badges. It recognizes different challenges at different levels. The badges build on, for example, first badge is for 5000 steps in a day, the next for 10000 steps, all the way to 100000 steps in a day the badge for Olympian sandals.
|
This image is of the Duolingo badges. The interesting thing about Duolingo's badge system is that they will remove badges if you have not accessed the system. This is not a great example in my opinion in that the design is not to drive achievement but rather repeat visits. This can be defeatist to learners and apply elements of stress to the learning.
At first glance this method can be effective, but it does not stand up to the ‘long game’ in terms of engagement. The ability to lose learners because of removal of achievement and the realization of the futility of the system, can undermine the motivational benefits of gamification. |