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The Maryland Budget Game allows users to develop their own proposals for balancing the state budget. The game presents different budget options in a range of policy areas, along with background information and factors to consider.
SWOT Analysis for Maryland Budget Game |
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Helpful | Harmful | |
Internal |
Strengths• Allows users to develop their own proposals for balancing the state budget. • The game presents different budget options in a range of policy areas, along with background information and factors to consider. • Players train in decision-making process. • Better learning experience -Instant feedback. Since gamification provides metrics it can be easily seen, as trainer, how a participant is progressing. • Learning experience is personalized; the learners could evolve in their own rhythm, in a safe way. Gratification system provides an effective, informal learning environment that helps learners practice real life situations and challenges. |
Weaknesses• Applies only to young people and people familiar with technology • Internet connections needed. |
External |
Opportunities• Games can reach and impact far more individuals than a typical classroom intervention. The ability to tap into the masses makes games ideal for content areas related to large-scale social phenomena such as globalization, economics, environmental science, social media, and social innovation • Instant feedback. Since gamification provides metrics it can be easily seen, as trainer, how a participant is progressing. • Push of Videogame Industry: The success of gamification is also driven by the recent growth in the gaming industry and the mass appeal that videogames have in the entertainment arena. • Increasing interest of the academic world: Gamification is receiving an increasing attention by the academic world. Researches aimed at investigating the effects of game elements on users are more and more |
Threats• Simplification and limitation of the game elements employed: Some designers believe that limiting its perspective to the use of points, badges and leader boards is the main problem of gamification. • One size fits all: The spreading of third-part services on the one hand has promoted the adoption of gamification, on the other hand has highlighted the problem of the one size-fits-all approach currently applied to many gamification interventions. This design technique is lacking originality not only for the scarce variety of the elements commonly employed, but also for a perspective that is inclined to consider different contexts and different users in the same way. • Side effects: many researches highlighted that different forms of extrinsic rewards could determine in specific contexts, a detrimental effect on the users’ intrinsic motivation |
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