For this week's blog post about gamification, I decided to write about an app called "Pocket Points" that I am familiar with. If you aren't familiar with Pocket Points, you should be. Pocket Points is an app that will give you coupons just for not being on your phone. At the start of class, you go on the app and set how long your class is. If you do not unlock your phone in that time Pockets Points gives you a certain amount of points. Those points add up and you can use them to redeem coupons to retailers on the app. The possibilities for coupons are endless. They have food, entertainment, clothing businesses and more. You can also earn points for safe driving! They can track when your driving and give you points for when you aren't on your phone. They recently set up a way for teachers in middle school or high school to control rewards students are given so this can be a great resource for teachers looking for ways to get students to focus. This is an excellent example of gamification because it is using the point system to get you to do something productive. This has to do with the co-production and risk-taking aspects of gamification. This implementation is successful because its a great way to make yourself focus while in class and while driving but also very popular with teachers in class. I can't think of any very concerning aspects of this app but I guess one could argue students shouldn't need coupons to want to focus in class.
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