Gamification 2.0: Beyond Points and Badges - Designing for Players, Not Metrics. Chapter 4: Special Considerations
UX Magazine1037 字 (约 5 分钟)
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True gamification design should go beyond simple points and badges to create games with real agency, challenge, and creativity for Gen Z and Gen Alpha users, or it will be seen by young users as ineffective 'homework with points.'
入选理由:传统教育游戏化失败三大原因:非游戏玩家设计、对待学生像傻瓜、缺乏真实自主性,导致学生认为这是'带积分的作业
FeaturedArticle#Gamification#EdTech#UX#Gen Z#Product Design英文
