New spicy CLDs coming right up! (Mads 04)
Ok, so the idea/concept changed; affecting the tables, CLDs and flow-charts. This Blogpost is more of an updated version of an earlier post about the now outdated CLDs.
There are now two CLDs for the gamification part. The reason for this is simply because we have two different gamemodes. Where the fundamentals of how the game is structured and works together are different. One gamemode for Campaign, where the player will venture out about in the world; on their quest to become the greatest chef there ever was. Where the user unlock various amounts of cosmetics and travels the world to unlock country exclusive items, and take on difficult challenges to unlock exclusive difficulty cosmetics. They may also level up to gain the ability to buy certain items. Free style will be different in where the user loses the ability to level up, gain money and so on. But they may travel and gain access to any dish they desire.
Learning will lean towards the user's ability to self-assess and acquire skills through the knowledge they gained through the process of making the dish. The quality of the dish may vary, however; it surely will rise over time with honing one's own skills, resulting in the ability to give critical feedback.
The psychology behind has fundamentally changed; since we no longer rely too much on intrinsic motivation. Our app includes a more reward system based approach, where the user gets rewarded for completing a dish. Giving them in-game currency, some experience points and unlocking neighboring countries. There is also a tiny character that the player sees at all times that they can personalize to their hearts content. All of these factors contributes to extrinsic motivation. Aiding the user's experience. Although, we have changed the idea; we still have intrinsic motivation to some extent. Where the feeling of mastery, learning and self improvement is still somewhat relevant.
Mads Gjengaar
There are now two CLDs for the gamification part. The reason for this is simply because we have two different gamemodes. Where the fundamentals of how the game is structured and works together are different. One gamemode for Campaign, where the player will venture out about in the world; on their quest to become the greatest chef there ever was. Where the user unlock various amounts of cosmetics and travels the world to unlock country exclusive items, and take on difficult challenges to unlock exclusive difficulty cosmetics. They may also level up to gain the ability to buy certain items. Free style will be different in where the user loses the ability to level up, gain money and so on. But they may travel and gain access to any dish they desire.
Learning will lean towards the user's ability to self-assess and acquire skills through the knowledge they gained through the process of making the dish. The quality of the dish may vary, however; it surely will rise over time with honing one's own skills, resulting in the ability to give critical feedback.
The psychology behind has fundamentally changed; since we no longer rely too much on intrinsic motivation. Our app includes a more reward system based approach, where the user gets rewarded for completing a dish. Giving them in-game currency, some experience points and unlocking neighboring countries. There is also a tiny character that the player sees at all times that they can personalize to their hearts content. All of these factors contributes to extrinsic motivation. Aiding the user's experience. Although, we have changed the idea; we still have intrinsic motivation to some extent. Where the feeling of mastery, learning and self improvement is still somewhat relevant.
Mads Gjengaar
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