In the CACM: Always the kind of gamification that should be of most value, one that turns a difficult, lengthy and tedious effort into obsessive fun. But how often does this work well? Where do the game mechanics make the most sense?
" ... In an effort to streamline the process of learning a second language, Cornell University researchers first created a "fun" aspect by adopting a video game format, then boosted the speed of learning by incorporating a social media "chat" function.
The researchers' most recent paper, Social Situational Language Learning through an Online 3D Game, was presented at the recent ACM Special Interest Group on Computer-Human Interaction conference (CHI 2016).
Mark Riedl, associate professor in the Georgia Institute of Technology (Georgia Tech) School of Interactive Computing and director of the university's Entertainment Intelligence Lab, said the Cornell work "parallels my own studies of 'games with a purpose.' While we work with games that crowdsource common-sense knowledge data sets instead of education, we are trying to identify which game mechanics increase player enjoyment and also increase the accuracy of data produced by humans." .... '
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