Talk:Motivation and emotion/Book/2022/Gamification and work motivation

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Pitfalls of gamification[edit source]

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 (discusscontribs) 13:13, 28 August 2022 (UTC)[reply]


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.

Title[edit source]

  1. The title is correctly worded and formatted
  2. The sub-title is correctly worded and formatted

User page[edit source]

  1. Good
  2. Brief description about self provided – consider expanding
  3. 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.
  4. Link provided to book chapter

Social contribution[edit source]

  1. Excellent – at least one contribution has been made and summarised in a numbered list with direct link(s) to evidence
  2. Use a numbered list (see Tutorial 02)

Headings[edit source]

  1. Promising 2-level heading structure – could benefit from further development by expanding the structure

Key points[edit source]

  1. Basic development of key points for some sections, with relevant citations
  2. Overview - Consider adding:
    1. an evocative description of the problem and what will be covered
    2. an image
    3. an example or case study
  3. Strive for an integrated balance of theory and research
  4. Include in-text interwiki links for the first mention of key terms to relevant Wikipedia articles and/or to other relevant book chapters
  5. Promising use of examples/case studies. It might work better to embed them throughout.
  6. Conclusion (the most important section):
    1. Well developed
    2. Hasn't been developed

Figure[edit source]

  1. A relevant figure is presented and it is appropriately captioned
  2. Cite each figure at least once in the main text

References[edit source]

  1. OK
  2. Avoid citing Reeve (2018); concentrate on accessing primary, peer-reviewed sources
  3. For APA referencing style, check and correct:
    1. capitalisation
    2. italicisation
    3. doi formatting / hyperlink

Resources[edit source]

  1. See also
    1. Not developed
  2. External links
    1. Good

-- Jtneill - Talk - c 02:43, 3 October 2022 (UTC)[reply]

Book chapter review and feedback[edit source]

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[edit source]

  1. 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
  2. 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 "*"

  1. For additional feedback, see the following comments and these copyedits

Overview[edit source]

  1. Solid Overview
  2. Briefly explains the problem or phenomenon
  3. Engages reader interest by introducing an example; ideally, use a workplace example
  4. Clear focus question(s)

Theory – Breadth[edit source]

  1. Relevant theories are well selected, described, and explained
  2. Greater application in a workplace context would be ideal
  3. Build more strongly on other related chapters (e.g., by embedding links to other chapters)

Theory – Depth[edit source]

  1. Appropriate depth is provided about the selected theory(ies)
  2. Greater application in a workplace context would be ideal
  3. Key citations are well used
  4. Tables and/or lists are used effectively to help clearly convey key theoretical information
  5. Some useful examples are provided to illustrate theoretical concepts
  6. 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.

Research – Key findings[edit source]

  1. Relevant research is reasonably well reviewed
  2. More detail about key workplace gamification studies would be ideal

Research – Critical thinking[edit source]

  1. Very good critical thinking about relevant gamification research and its application to the workplace is evident
  2. Claims are referenced

Integration[edit source]

  1. Discussion of theory and research is reasonably well integrated
  2. Greater emphasis on workplace-based gamification would be ideal

Conclusion[edit source]

  1. Key points are well summarised

Written expression – Style[edit source]

  1. Written expression
    1. Overall, the quality of written expression is very good
    2. Use active (e.g., "this chapter explored") rather than passive voice (e.g., "this chapter has explored" or "this chapter will explore") [1]

[2]

    1. 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.
    2. "People" is often a better term than "individuals"
    3. Use the default heading style (e.g., remove additional bold)
  1. Grammar
    1. 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.
    2. Check and correct use of possessive apostrophes (e.g., cats vs cat's vs cats')

[4]

    1. Use serial commas[5] – they are part of APA style and are generally recommended by grammaticists. See explanatory video (1 min)
  1. Proofreading
    1. More proofreading is needed (e.g., fix punctuation and typographical errors) to bring the quality of written expression closer to a professional standard
  2. APA style
    1. Do not capitalise the names of disorders, therapies, theories, etc.
    2. Numbers under 10 should be written in words (e.g., five); numbers 10 and over should be written in numerals (e.g., 10)
    3. Figures
      1. Provide more detailed Figure captions to help connect the figure to the text
      2. Figure captions use the correct format
      3. Refer to each Figure at least once within the main text (e.g., see Figure 1)
    4. Tables
      1. Table captions should use APA style. See example
      2. Tables are referred to using APA style
      3. Refer to each Table at least once within the main text (e.g., see Table 1)
    5. Citations use correct APA style
    6. References are not in full APA style. For example:
      1. Check and correct use of capitalisation[6]
      2. Check and correct use of italicisation
      3. Page numbers should be separated by an en-dash (–) rather than a hyphen (-)

Written expression – Learning features[edit source]

  1. Overall, the use of learning features is very good
  2. 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.
  3. 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.
  4. Good use of image(s)
  5. Basic use of table(s)
  6. Very good use of feature box(es)
  7. Basic use of quiz(zes)
  8. Good use of case studies or examples
  9. Basic use of interwiki links in the "See also" section
  10. Include sources in parentheses
  11. Basic use of external links in the "External links" section

Social contribution[edit source]

  1. ~3 logged, useful, minor to moderate social contributions with direct links to evidence
  2. Thanks for creating and uploading the image

-- Jtneill - Talk - c 12:20, 5 November 2022 (UTC)[reply]

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.

Overall[edit source]

  1. Overall, this is a very good presentation

Overview[edit source]

  1. An opening slide with the title and sub-title is displayed and narrated — this helps to clearly convey the purpose of the presentation
    1. For APA style, use lowercase for gamification
  2. This presentation has a very engaging introduction to hook audience interest
  3. Example could be more work-related
  4. Establish a context for the topic (e.g., by using an example or explaining why it is important), to help the viewer understand
  5. Consider asking focus questions that lead to take-away messages. This will help to focus and discipline the presentation.

Content[edit source]

  1. Comments about the book chapter may also apply to this section
  2. The presentation addresses the topic
  3. Gamification is well described
  4. The presentation somewhat addresses the topic. It is very focused on gamification, rather than gamification and work
  5. An appropriate amount of content is presented — not too much or too little
  6. The presentation is well/poorly structured (i.e., Overview, Content, Conclusion)
  7. The presentation makes excellent use of relevant psychological theory
  8. The presentation makes basic use of relevant psychological research
  9. 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.
  10. The presentation provides practical, easy to understand information

Conclusion[edit source]

  1. A Conclusion slide is presented with basic take-home message(s)
  2. The Conclusion only partly fitted within the time limit

Audio[edit source]

  1. The audio is easy to follow
  2. The presentation makes effective use of narrated audio
  3. Very good intonation
  4. The narration is well practiced
  5. Audio recording quality was very good

Video[edit source]

  1. Overall, visual display quality is excellent
  2. The presentation makes effective use of text and image based slides
  3. The font size is sufficiently large to make it easy to read
  4. The amount of text presented per slide makes it easy to read and listen at the same time
  5. The visual communication is effectively supplemented by images and/or diagrams
  6. The presentation is well produced using simple tools

Meta-data[edit source]

  1. 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
  2. A written description of the presentation is provided
  3. Links to and from the book chapter are provided
  4. 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.

Licensing[edit source]

  1. Image sources are communicated
  2. Use of two images probably violated the copyrights of image owners as the images appear to have been used without permission and/or acknowledgement.
  3. A copyright license for the presentation is provided in the presentation description but not in the meta-data

-- Jtneill - Talk - c 09:55, 11 November 2022 (UTC)[reply]