Materializing gamification procedures is a rather complex process then just using “point”, “badges”, and “gradings” triad in applications and activities. In most case, using design knowledge and design technologies in expertise level is needed to be successful. Because, the reasons for knowing “why, when, where and how to use gamification in education” needs to be as clear as possible and requires some scientific planning. The results of the applications – supported by gamification- needs to be checked, analysed, and possibly new arrangements are needed to be implemented for a better efficacy of the students learning. The research of Leba (2013), on designing a eLab‘s (-which is also defined as: “gamification embedded virtual laboratory”), sets a good example of integrating gamification elements into the design process (Leba, 2013).
Adopting “gamification” to the changing world needs, recently Mashable website (2017), defines the ” (Gamified) E-learning” concept as: “…benefitting from ‘story telling’, ‘badges‘, ‘signs‘ and ‘certificates‘, in order to motivate, test and provide new opportunities for improvement of the attender”. It is believed that, with this technique, it may become easier and more motivating to finish some boring activities (such as filling-in surveys and tax-forms, shopping, reading through web sites).
The leading reasons that came forward for using gamification in learning may be listed as:
– Adopt some boring work to more manageable entertaining ones.
– Transfer hard work procedures to more enjoyable tasks.
– Help to be able to focus more easily
– Increase participation
– Provide motivation and satisfaction in business (Uses and Gratifications Theory)
– Help individuals increase the use of media tools in order to achieve some objectives.
– Help learners to be active more and be always participating
– Help individuals to be more conscious and able to use media tools easily in order to satisfy their needs.
In Figure 1, the ladder tries to animate these effecting factors in the learning process – with the gamification instruments used to accomplish some specific tasks and objectives.