The Power of Game Design and Gamification

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Vocabulary terms and concepts regarding the application of game design in education, medicine, and urban planning based on the lecture transcript.

Last updated 7:50 PM on 7/17/26
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15 Terms

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ClassDojo

A platform used in education to track student behavior using cute avatars.

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Habitica

A productivity tool that turns a daily task list into an actual role playing quest.

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Gabe Ziterman

A game designer who defines a core rule of gamification as: incentivize whatever you want people to do.

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Mesolimbic pathway

The specific area in the brain where dopamine is released when a student receives a reward like a point for answering a question.

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Barry Fishman

A researcher who argues that traditional percentage based greeting should be replaced with gameful learning structures.

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Extrinsic rewards

External incentives used in superficial gamification to control behavior, often described as a form of coercion.

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Productive failure

An element of gameful learning where players expect to fail multiple times and can hit restart without receiving a permanent penalty or grade.

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Hard fun

A concept in gameful design where learning focuses on building towards mastery through safe experimentation rather than punishment for early mistakes.

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Steinkeller and Squire review

A synthesis of game innovations that categorizes the impacts of gaming into different levels, such as first and second order impacts.

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First order impacts

The direct benefits experienced by individuals from playing existing commercial video games.

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Tetris

A commercial game shown in clinical studies to reduce symptoms of PTSD by engaging visual spatial processing to interrupt traumatic memory formation.

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Second order impacts

The application of technologies invented specifically for games to entirely different fields, such as surgery or urban planning.

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Laparoscopic hand eye coordination

A surgical skill that doctors improve by playing video games as a warm-up for medical procedures.

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Digital twins

Predictive models of real-world spaces, such as the Vancouver Airport, built using video game engines to simulate unpredictable variables.

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Game engines

Software built to handle thousands of independent, unpredictable variables, making them ideal for simulating passenger traffic or urban environments.