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COMU 2100 Gamification Project

发布时间:2024-05-17

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COMU 2100 Gamification Project

somewhere 2000 words. I have provided length guidelines for each section below. I have also specified a minimum length for the reflection component.

AI Declaration

On the title page of this assessment, you must include one of these sentences:

1)  I declare that I HAVE used generative AI for this assignment, and I have

documented that use according to the requirements set out in the assessment documentation.

OR

2)  I declare that I HAVE NOT used generative AI for this assessment. I understand that a failure to reference AI use may constitute student misconduct under the    Student Code of Conduct

If you do not include one of these sentences, you will be required to resubmit your assignment, and you will encounter any applicable late penalties.

If you choose to use generative AI for this assessment, consult the instructions for appropriate documentation in the assignment folder on Blackboard.

Objective

Your task is to create a comprehensive gamification plan for ONE of the provided case studies. The goal is to apply the gamification principles and frameworks we are learning in  class to a fictional scenario/client.  The scenarios are deliberately broad. Your first task will be to provide more detail about your scenario; your second task is to develop your gamification through iteration and testing; finally, you will write up your project according to the guidelines below.

Note: We will spend tutorial time practicing these activities, so I strongly encourage you to take advantage of that opportunity.

Steps

1. Develop your Scenario

The scenarios below are deliberately broad so that each of you can develop your own unique project and approach.  To do that, you will need to add detail and specificity to the scenario.  Here are some ideas for developing your scenario:

.    invent more details about the organization itself: give it a name, think about how large it is, think about its geographic scope, think about its mandate

.    invent more details about the gamification: what does the organization want to

accomplish? how much time and/or money do they have to put into it? what kind of gamification are they after (large, small, long term, short term, etc.)

.    invent the audience for the gamification. Normally we would do an audience

analysis, but for this assignment we will simply report the results of our fictional audience analysis.

A useful framework to think through your scenario development is to follow the first steps of design thinking.  They are:

.    Empathize: Gaining an in-depth understanding of the users' needs, motivations, and experiences through observational research methods.

.    Define: Clearly articulating the specific problem or challenge to be addressed based on the insights gathered during the empathize phase.

.    Ideate: Generating a wide range of creative ideas and potential solutions through brainstorming and ideation techniques.

2. Develop your Gamification

Now that you have a robust scenario, it's time to start developing your gamification.  For this portion of the assignment, I strongly urge you to use one of the gamification/design  frameworks I've made available; they are under "Learning Resources" on Blackboard (week 11), they will be covered in the week 11 lecture, and they will be put into practice in our week 11 tutorial.  Note that these ought to serve a guides for you, not as rigid templates that you must follow.

I also urge you to employ the final two steps of design thinking during this process:

.    Prototype: Creating inexpensive, scaled-down versions of the proposed solutions to explore their practicality and functionality.

.    Test: Putting the prototypes through real-world testing with the target users to gather feedback and iterate on the designs.

3. Document your work

In addition to your AI declaration, your formal write up should contain the following information and components (note: this is not a rigid template; however, whatever way you choose to structure your final write-up, these components must be covered). Remember,    most of this will be documenting the design process from step 2 above and describing your gamification. Most of this will not be complicated, analytic writing.

Introduction (One to two paragraphs)

o Briefly summarize the case study.

o Identify the key challenges and opportunities within the scenario.

o State the specific objectives of your gamification strategy.

Target Audience Analysis (One paragraph)

(Remember, you've invented the audience for the purposes of this assignment)

o Summarize the characteristics you've assigned to them; describe the demographics and psychographics of the target audience.

o Discuss their needs, preferences, and potential barriers to engagement.

Gamification Strategy (This should be the most substantial part of your write-up)

In ~500-750 words, outline the core elements of your gamification, including:

o Gamification Framework

o Dynamics: Describe the overarching aspects like progression, relationships, and narrative.

o Mechanics: Specify the actions, controls, and processes that players will engage with.

o Components: Detail the specific elements such as points, badges, leaderboards, challenges, and rewards.

o Describe your reward systems, where individual goals combine into larger goals and systems.

o Justify your choices based on the case study context and audience analysis.

o Be sure you explain the "why" and "how" of each of these parts. Implementation Plan (One paragraph)

o Provide a brief, step-by-step plan to implement your gamification strategy within the scenario.

o Include projected timelines, resources required, and any potential software or tools needed.

Evaluation Metrics (One paragraph)

o Define how you will measure the success of your gamification strategy.

o Include both qualitative and quantitative metrics.

o Explain how these metrics align with the objectives of your strategy. Risks and Mitigation Strategies/ Ethics (One paragraph)

o Identify potential risks associated with your gamification plan.

o Propose strategies to mitigate these risks.

Conclusion (One or two paragraphs)

o Briefly summarize the key points of your plan.

o Restate how your gamification strategy will achieve the desired impact within the scenario.

Reflection

Write a minimum 300–500-word reflection on the process you followed to produce your gamification. You might consider some of these questions:

o Scenario development: How did you go about developing your scenario? What ideas did you have that you decided not to use? How did you decide what to include and what not to include? Are you happy with your scenario?

o Gamification development: What framework did you choose and why? How did it help you to develop your ideas? how did you go about prototyping and testing

your ideas? describe how your gamification evolved as you developed it -- what things did you throw away, what things did you keep?

o Whole project evaluation: do you think the project works as a whole? Are you satisfied with what you've produced? if you could start again from scratch, what would you do differently?

Your gamification plan will be evaluated based on creativity, feasibility, how well it addresses the case study's needs, the depth of your analysis, and the clarity and professionalism of your presentation.  A full grading rubric is available on Blackboard.

Choose ONE of the following scenarios as the basis for your gamification.

Wildlife Protection -- You've been hired by an organization that seeks to protect

vulnerable wildlife species. They are looking for a gamification that will maintain their public profile when they are not engaged in an active fundraising campaign.

Indigenous History -- You've been hired by an indigenous-led organization whose focus is cultural preservation and education. They are interested in producing a gamified approach to teaching about local indigenous history. They are open to wide range of different ideas and approaches.

Corporate Training -- You have been hired by a large company that is introducing an

entirely new product or service to the market.  They need to train their own employees on this product/service before it is launched.   You will develop a gamification that serves as  one component of their overall training strategy.

Bike Safety -- You've been hired by an organization that advocates for bicycle safety. Their mandate is to increase awareness and adherence to bike safety rules in urban   areas.  They want you to create a gamification that can accompany their annual bike   safety month campaign.

PR Disaster Mitigation -- You have been hired by a company which has recently suffered a significant PR disaster that has destroyed their customers' trust in their products or services (think exploding batteries, pieces falling off aircraft, data breaches, etc.).  They have hired you to create a gamification that will improve public perceptions of the company.

Financial Literacy -- You have been hired by a financial services company. They want  you to create a gamification that educates clients about investing and financial planning.

The Public Library -- You've been hired by a library (local, state, or national). They think  that the public does not fully understand the variety of services the library offers or how to access them. They have hired you to develop a gamification engage the public.

International Student Orientation -- You have been hired by a university to develop a  gamification which will make the transition to university easier for international students.

Remember, gamifications aren't just collections of activities that the audience can do; they should be based on motivating people to undertake particular actions in order to achieve desired outcomes.