Talk:Motivation and emotion/Book/2020/Gamification and educational motivation

Initial feedback
Some suggestions from a quick look at the early development of this chapter:
 * Add the title (currently only the sub-title is shown)
 * Definitions generally don't warrant headings; they can be embedded in sections which provide broader descriptions of the phenomenon which may also include examples, case studies, images etc.
 * Quiz questions are optional
 * The most important section is probably missing; it could be called something like "How can gamification enhance educational motivation?" (the sub-title) and directly answer this question which is the main purpose of the article.
 * I suggest aiming for 3 to 6 top-level headings between the Overview and Conclusion. Consider whether any of these sections warrants the use of sub-headings. If so, use at least 2 sub-headings in those sections.
 * Aim to provide at 2, preferably 3 or more dot points within each section.
 * I suggest using Heading type 2 as the top-level heading (currently there is at least one Heading type 1)
 * Figure 1 looks excellent
 * Check and correct APA style for references
 * Add at least one link into each of See also and External links

Sincerely, James -- Jtneill - Talk - c 04:38, 20 August 2020 (UTC)

Lecture content
I think you could definitely add some information in regards to how gamification can play on the ideas covered in the lecture content on increasing intrinsic motivation in something - specifically building interest in an activity. This also then provides a solution to the problems with extrinsic motivation you already discuss in the chapter. U3202026 (discuss • contribs) 09:24, 28 August 2020 (UTC)

Comments
Really enjoying reading through Gamification and educational motivation in #emot20. I suggest that my peer look at Streaks, these are a game-like feature used in apps such as Duolingo. Another interesting link could be to look at Loyalty Programs - https://www.power2motivate.com.au/news-blog/blog/increase-customer-loyalty-through-gamification (u3200789)

Feedback
This is a really interesting topic. I suggest within the overview to split the paragraph in half, where you begin to talk about the content of the chapter. There also doesn't seem to be a lot of links within the chapter, so this could be something to add. For example a link to wikipedia pages about particular concepts (e.g. intrinsic and extrinsic motivation) would allow the reader to have further avenues to look into. Using a case study to demonstrate intrinsic and extrinsic motivation and gamification or the motivation theories, could also be helpful for a reader. Instead an interesting idea would be to create a 'pretty box' and suggest an example for the application of the theory. For example make up a game that can be used in the educational setting as a guide for what could be done. --U3187381 (discuss • contribs) 09:50, 17 October 2020 (UTC)

-- Jtneill - Talk - c 06:03, 13 September 2020 (UTC)

-- Jtneill - Talk - c 03:23, 5 November 2020 (UTC)

-- Jtneill - Talk - c 00:30, 24 November 2020 (UTC)