Gamification
date_range Starts on February 25, 2019
event_note End date April 15, 2019
list 6 sequences
assignment Level : Introductive
chat_bubble_outline Language : English
language Subtitles : Ukrainian, Chinese, Portuguese, Vietnamese, Russian, Turkish, Spanish, Kazakh
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Key informations

credit_card Free access
verified_user Fee-based Certificate
timer 24 hours in total

About the content

Gamification is the application of game elements and digital game design techniques to non-game problems, such as business and social impact challenges. This course will teach you the mechanisms of gamification, why it has such tremendous potential, and how to use it effectively. For additional information on the concepts described in the course, you can purchase Professor Werbach's book For the Win: How Game Thinking Can Revolutionize Your Business in print or ebook format in several languages.

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Syllabus

  • Week 1 - Gamification and Games
    Gamification is a new field, but games are ancient. In this first module, we'll look at what gamification is, why organizations are applying it, and where it comes from. While there isn’t universal agreement on the scope of the field, a set of concepts are cle...
  • Week 2 - Deconstructing Games
    What exactly does it mean to apply game design principles in non-game contexts? In this module, we'll discuss how game designers approach their craft, and how to see any situation through the lens of game design. Then we'll examine the raw materials of games a...
  • Week 3 - Motivation and Psychology
    Gamification is a technique for motivation, so it ties very directly into psychology. This unit introduces the major psychological concepts relevant to gamification. The first lesson focuses on behavioral approaches and reward design; the second identifies the...
  • Week 4 - Design
    Gamification done well is a form of design. This module describes the design process, and provides a six-step framework to apply to any gamification project. The second lesson identifies important considerations and options for developing creative, human-cent...
  • Week 5 - Applications
    This module describes particular challenges and opportunities when applying gamification in two contexts: within an organization, and in social impact or behavior change environments.
  • Week 6 - Gamification in Perspective
    There are many legitimate limitations, concerns, and dangers from gamification. Some of them can be avoided through thoughtful design, but others must be considered directly in any implementation. The final lesson details gamification-related techniques that g...
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Intructors

Kevin Werbach
Associate Professor
Legal Studies & Business Ethics

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Content designer

The University of Pennsylvania (commonly referred to as Penn) is a private university, located in Philadelphia, Pennsylvania, United States. A member of the Ivy League, Penn is the fourth-oldest institution of higher education in the United States, and considers itself to be the first university in the United States with both undergraduate and graduate studies.
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Platform

Coursera is a digital company offering massive open online course founded by computer teachers Andrew Ng and Daphne Koller Stanford University, located in Mountain View, California. 

Coursera works with top universities and organizations to make some of their courses available online, and offers courses in many subjects, including: physics, engineering, humanities, medicine, biology, social sciences, mathematics, business, computer science, digital marketing, data science, and other subjects.

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