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Lesson 6 - Gamification Design Frameworks

Total questions: 15

Worksheet time: 8mins

Name
Class
Date
1.

(Fill in the blank) The definition of “framework” is “‘a ___ set of concepts, practices and criteria to focus on a particular type of problem that serves as a reference, to confront and solve new problems of a similar nature set’”

a)

Formal

b)

Measurable

c)

Standardized

d)

Heterogeneous

2.

According to the paper “Gamification: a systematic review of design frameworks”, the number of frameworks concerned with learning processes only amounts to…

a)

10%

b)

15%

c)

18%

d)

21%

3.

Since most gamification frameworks are directly inspired in established game design methodologies, they tend to have many common features, some appearing in more than half of them. Except…

a)

Profiling

b)

Storytelling

c)

Technology

d)

Ethics

4.

The study in “Gamification: a systematic review of design frameworks” finds that the predominant motivational theory behind almost all gamification frameworks is…

a)

SDT

b)

Drive

c)

Self-efficacy

d)

Conductism

5.

In the conclusions of the paper “Gamification: a systematic review of design frameworks”, it is remarked that the most widespread aspect in the gamification design process is…

a)

Objective definition

b)

Analytics & data collection

c)

User experience

d)

All of them

6.

The best gamification framework is…

a)

Marczewski

b)

Kappen & Nacke

c)

Mora et al

d)

It depends

7.

During the definition phase, we MUST identify whether gamification is actually the best tool for the job. For this to be true, the issue at hand should be 100%…

a)

Educational

b)

Motivational

c)

Psychological

d)

Social

8.

During the definition phase, it is usual to “define the users”. A tool that could help us do this would be…

a)

4Keys2Fun

b)

Brainhex

c)

Reiss’ 16 basic desires

d)

None of them

9.

At the end of the define stage, we must have a concrete list of target behaviors we want to motivate the users. One must never forget that the main property of such actions, in the context of gamification, is that they MUST be…

a)

Achievable

b)

Time bound

c)

Volitional

d)

Measurable

10.

StackOverflow includes some badges to teach new users the basic functionalities of the platform (e.g. “Autobiographer”). During which stage in the User Journey this would be?

a)

Discovery

b)

Onboarding

c)

Habit-building

d)

Mastery

11.

During the Immerse, or Habit-building, step of the User Journey, we define the “meat” of the system, the rules that will govern everything. Such rules should be especially aligned with the Define sub-step…

a)

Identify the problem

b)

Set objectives

c)

Define the users

d)

Target behaviors

12.

Measuring the actual success of your gamified design should be based on metrics related to…

a)

Fun

b)

Target behaviors

c)

Monetary income

d)

Number of users

13.

Given the sections in the “Gamification Model Canvas” or “Jo Gamifico”, they are obviously a mix between standard business canvas models and a popular game-design approach.

a)

MDA

b)

HEXAD

c)

Social Action Matrix

d)

4Keys2Fun

14.

In Marczewski’s example of use of his canvas for a gamified Q&A site, Investment, Rewards, Social Network or Unlocking, among others, is a list of elements under…

a)

Mechanics

b)

Motivations

c)

Behaviors

d)

Activities

15.

QUALITY ROUND: The Lost Woods are the way to find the master...

a)

Chief

b)

Tree

c)

Sword

d)

Hand