I've been going through the archives for my main source of Gamification info, Gamification.co, and making notes on which posts are useful for my project. Quite a lot are! There is a lot of information centered on demystifying the idea of gamification. One of the most interesting posts is an article about how using the term "gamification" serves more to muddy the waters than to clarify anything. As I've noted in my other blog on Gamifying my Classroom, the term means many different things to many different people. As such, the people you speak to probably either don't know what it means, or think itmeans something else. So it's much better to have a term that really explains what you are trying to do, such as "Behaviour reward program" or something like that, as ridiculous as that sounds.
Quick side note: A good example of gamification are reward cards for buisnesses. Every time you buy a coffee, you get a point; buy 10 coffees and you "level up," receiving your reward of a free coffee. It would be even better if your second card gets you something a little better, and each time you redeem a card, you get a new one that pushes you to a bigger and better reward. This would prevent players from getting bored of the experience, and play on the concept of loss aversion - now that they have already invested so much into this reward program, they wouldn't want to lose all that by switching to another, or letting it slide.
Hmm... now, how to apply that concept to education...
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