There are many fields that Gamification could theoretically be applied to, but it is one thing to theorise and hypothesise, and quite another to actually test and draw results.
Extracredits (a content creator for Escapist Magazine) recently posted a short video answering some questions by educators world-wide, centred around how to implement gamification techniques in the field of Education (Primarily at Secondary/High School levels).
They touch on many different techniques, but the one that stuck with me the most was the reinvention of our current marking system. We currently mark in an exclusionary fashion, were we look at an ideal piece of work as worthy of full marks (for example 100%).
This means that when someone obtains less than this (the statistical majority), they feel as if they have not achieved the best they could, ultimately lowering their final result.
Extracredits reasons that we should emulate the XP (or EXP) system from gaming. When you complete something, you get points, extra points can be awarded for exceptional work, but the primary focus of this should be to make completion and school work an additive process, rather than a subtractive process. Thus every time you complete something you see your points increase.
Assisting your peers or reaching certain point levels or combos results in modifiers being applied to your next assignment, for example, helping 5 other students get a decent point return on an assignment could result in you receiving a +10% modifier for your term essay, or something similar.
If this all seems a bit too ridiculous, suspend your disbelief for a bit longer and bear with me, I'll be continuing to this topic in a few days time.
(In other news, I've started balancing the amount of time I work with my relaxation times, in an effort to apply a "The Sims" kind of approach to keeping my life productive. Hopefully it'll work out to my advantage, currently "Diseased" is winning!)
CHECK HERE FOR PART 2