Gamified Thinking Response SystemThe feedback system in gamified thinking had the following characteristics:
** 1. Completeness **
1. ** Rich feedback content **
- The game's feedback system could tell players a lot of information. For example, in many games, how much experience points could be obtained for every enemy killed, how many gold coins or diamonds could be obtained for each mission completed, the player's team ranking, level, how many people they defeated, how much their level increased, and so on. Not only did it allow players to know their current state, but it also allowed them to understand their level in the team, the extent of their progress, and even what they needed to do if they wanted to advance.
2. ** Multiple feedback methods **
- ** High-frequency feedback **: The higher the frequency of feedback, the more students can visualize their learning. In games, it is similar to high-frequency feedback on the strength and accuracy of players 'movements (such as switch games), which helps to promote learning or player participation.
- Random feedback: The feedback is random, just like picking up a treasure randomly in the game. This feedback method brought by uncertainty can also play a positive role.
** 2. Formula for effective feedback **
1. ** Description of objective behavior **
- In the feedback, the focus should be on objectively describing the behavior of the subject, such as an objective description of the student's homework or the employee's work results, such as pointing out the problems of unchecked homework, unclear thinking, messy handwriting, etc., rather than simply giving a condescending evaluation.
2. ** Personal feelings **
- On the basis of an objective description, he added personal feelings, such as expressing his feelings after seeing the homework, feeling a little anxious, and so on.
3. ** Seeking the reason and a better way **
- During the feedback, they would ask the other party if anything had happened and propose optimization or improvement suggestions for the problem, such as suggesting that they could try to improve the flow chart so that it could be described clearly and reduce the cognitive burden of the reader.
Through such a feedback system, in the application of gamified thinking (such as work management, learning management, etc.), participants (such as employees, students, etc.) could understand their own state in a timely and comprehensive manner, just like in the game, so as to adjust their own behavior, improve their enthusiasm for participation, and produce a "flow" experience similar to that in the game.
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The Character Introduction of If Reality Was GamifiedThe characters included the male lead, Chen Yilang, the female lead, Xia Ling, Xiong Yuwei, Gu Binghan, Chen Jiahui, and Han Qiujing.
[If The Real World Is Suddenly Gamified] Author: Fat Otaku Is Very Busy. It's an urban/urban life novel that has a system flow, daily life, and special ability elements. It's finished and can be enjoyed without worry.
If The Real World Is Suddenly Gamified
[Author: Fat Otaku Is Very Busy]
[Status: Complete]
[Word Count: 1.05 million words]
[Rating Index]:️️️
<Remarks>: If The Real World is suddenly gamified, what should I do if my classmates and friends become NPCs and wild monsters? Hurry up and fight the wild monsters with the main character, drop gold coins! This was a daily novel. (This book seems to be a bit slow, but the front is better.) Friends of the book famine can try.
I hope you will like this book.
Penulisan nya udah lebih bagus,, kayaknya penulinya cepat belajar di commen yg ada,, tetap semangat nulisnyaa,,, nggak sabar dengan kelanjutan ceritanya😳