Gamification

 

 📖 TitleGamification
⏳Duration
20 hours
🧠LevelBeginner
🔗Link to the coursehttps://www.coursera.org/learn/gamification/
🏅CertificateYes

 

Course Overview

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.

Skills You'll Gain

The course covers a comprehensive range of skills including Customer Engagement, Human Centered Design, Game Design, Design Thinking, Employee Engagement, Risk Analysis, Behavioral Economics, Psychology, Emerging Technologies, Industrial and Organizational Psychology, Solution Design, Drive Engagement, and Organizational Development.

Course Structure

The course consists of 6 modules with 5 assignments taught in English:

Module 1: Introduction and Game Thinking - Explores what gamification is, why organizations are applying it, and where it comes from, along with foundational concepts of games and game design.

Module 2: Game Design and Elements - Discusses how to apply game design principles in non-game contexts and examines the raw materials of games and gamification, known as game elements.

Module 3: Psychology and Motivation - Introduces major psychological concepts relevant to gamification, focusing on behavioral approaches, reward design, and the risks and alternatives to these approaches.

Module 4: The Design Process - Describes the design process and provides a six-step framework to apply to any gamification project, with important considerations for developing creative, human-centered solutions.

Module 5: Application Contexts - Describes particular challenges and opportunities when applying gamification within organizations and in social impact or behavior change environments.

Module 6: Advanced Topics and Future - Covers legitimate limitations, concerns, and dangers from gamification, along with advanced techniques and a look toward the future of the field.

Assessment and Certification

The course includes homework quizzes, written assignments with peer review, and a final exam. Upon completion, students earn a career certificate that can be added to their LinkedIn profile, resume, or CV.

Institutional Backing

The course is offered by the University of Pennsylvania, an Ivy League private university located in Philadelphia and the fourth-oldest institution of higher education in the United States