Latest comment: 2 years ago1 comment1 person in discussion
My topic is on the 'Hidden Costs of Reward' and notably when I attempted to gamify my work/study process it backfired entirely.
I think perhaps a section of information could be made on what to look out for to ensure the process works in the face of common problems.
I'm still upset I stopped my duolingo. SLoCE (discuss • contribs) 13:13, 28 August 2022 (UTC)Reply
Latest comment: 2 years ago1 comment1 person in discussion
The topic development has been reviewed according to the marking criteria. Written feedback is provided below, plus there is a general feedback page. Please also check the chapter's page history to see editing changes made whilst reviewing this chapter plan. Responses to this feedback can be made by starting a new section below and/or contacting the reviewer. Topic development marks are available via UCLearn. Note that marks are based on what was available before the due date, whereas the comments below may also be about all material on the page at the time of providing this feedback.
Brief description about self provided – consider expanding
Consider linking to your eportfolio page and/or any other professional online profile or resume such as LinkedIn. This is not required, but it can be useful to interlink your professional networks.
Latest comment: 2 years ago1 comment1 person in discussion
This chapter has been reviewed according to the marking criteria. Written feedback is provided below, plus there is a general feedback page. Please also check the chapter's page history to check for editing changes made whilst reviewing through the chapter. Chapter marks will be available via UCLearn along with social contribution marks and feedback. Keep an eye on Announcements.
Overall, this is a solid chapter that makes good use of psychological theory and research to help address a practical, real-world phenomenon or problem
The main area for potential improvement is to reduce the background material (e.g,. about gamification in general) and increase the material specifically about the topic (i.e., gamification in the workplace)
ly tackle the target topic in the section titled "*"
For additional feedback, see the following comments and these copyedits
Appropriate depth is provided about the selected theory(ies)
Greater application in a workplace context would be ideal
Key citations are well used
Tables and/or lists are used effectively to help clearly convey key theoretical information
Some useful examples are provided to illustrate theoretical concepts
Ideally, provide more workplace gamification examples to illustrate key concepts. There are some useful examples in the Conclusion which could be further developed in the main body of the chapter.
Use 3rd person perspective (e.g., "it") rather than 1st (e.g., "we") or 2nd person (e.g., "you") perspective[3] in the main text, although 1st or 2nd person perspective can work well for case studies or feature boxes.
"People" is often a better term than "individuals"
Use the default heading style (e.g., remove additional bold)
Grammar
The grammar for some sentences could be improved (e.g., see the [grammar?] tags). Grammar-checking tools are available in most internet browsers and word processing software packages. Another option is to share draft work with peers and ask for their assistance.
Check and correct use of possessive apostrophes (e.g., cats vs cat's vs cats')
More proofreading is needed (e.g., fix punctuation and typographical errors) to bring the quality of written expression closer to a professional standard
Overall, the use of learning features is very good
Good use of embedded in-text interwiki links to Wikipedia articles. Adding more interwiki links for the first mention of key words and technical concepts would make the text even more interactive. See example.
No use of embedded in-text links to related book chapters. Embedding in-text links to related book chapters helps to integrate this chapter into the broader book project.
Good use of image(s)
Basic use of table(s)
Very good use of feature box(es)
Basic use of quiz(zes)
Good use of case studies or examples
Basic use of interwiki links in the "See also" section
Include sources in parentheses
Basic use of external links in the "External links" section
Latest comment: 2 years ago1 comment1 person in discussion
The accompanying multimedia presentation has been marked according to the marking criteria. Marks are available via the unit's UCLearn site. Written feedback is provided below, plus see the general feedback page. Responses to this feedback can be made by starting a new section below. If you would like further clarification about the marking or feedback, contact the unit convener.
Comments about the book chapter may also apply to this section
The presentation addresses the topic
Gamification is well described
The presentation somewhat addresses the topic. It is very focused on gamification, rather than gamification and work
An appropriate amount of content is presented — not too much or too little
The presentation is well/poorly structured (i.e., Overview, Content, Conclusion)
The presentation makes excellent use of relevant psychological theory
The presentation makes basic use of relevant psychological research
The presentation makes good use of one or more examples or case studies or practical advice. The best examples were probably those at the very end ~3 min. More of those (e.g., at the start) would be great.
The presentation provides practical, easy to understand information
The chapter title and sub-title (or an abbreviation to fit within the 100 character limit) are used in the name of the presentation — this helps to clearly convey the purpose of the presentation
A written description of the presentation is provided
Links to and from the book chapter are provided
The presentation is incorrectly categorised as being for kids. This introduces limitations, such as being unable to add the presentation to a playlist. More info.