Gamification: The Intersection between Behavior Analysis and Game Design Technologies (Morford et al, 2014) (1 BACB CEU)

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Instructor

Gillian Martin

Soiléir's aim is to help you focus on working with people in a supportive way to overcome difficulties and promote well-being using evidenced based, psychological concepts. Services include face to face and online learning opportunities; and supervision for Board Certified Behaviour Analysts.

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Overview

                          

 

Gamification: The Intersection between Behavior Analysis and Game Design Technologies

(Morford et al, 2014)

 

Part of Soiléir's Curiosity Corner Series

Behavior Analyst Certification Board Type 2 CE (1 CEU)

 

 

 Course Summary 

This Paper Review focuses on the paper published in 2014 titled 'The Intersection between Behavior Analysis and Game Design Technologies' by Zachary H. MorfordBenjamin N. WittsKenneth J. Killingsworth, and Mark P. Alavosius. It was originally published in The Behaviour Analyst Vol. 37 (1); Pp. 25-40.

Simply read the paper by clicking on the article link below and answer the quiz that follows correctly. When you have answered all questions correctly and achieved 100%, press the 'submit' button. Your certificate will then be e-mailed to you.

Be sure to edit your profile so your display name (in blue on the profile page at the top) includes your BCBA/BCaBA number. Otherwise it won't print on the certificate.

 

  Award  

Participants who successfully complete the quiz will be awarded one Type 2 CEU that can be used as part of the requirements for the BACB certification cycle. 

 

  Article Abstract  

Deterding et al. (Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, USA 15: 9–15, 2011) report a recent rise in popularity of video game inspired software designed to address issues in a variety of areas, including health, energy conservation, education, and business. These applications have been based on the concept of gamification, which involves a process by which nongame activities are designed to be more like a game. We provide examples of how gamification has been used to increase health-related behavior, energy consumption, academic performance, and other socially-significant behavior. We argue that behavior analytic research and practice stands to benefit from incorporating successful elements of game design. Lastly, we provide suggestions for behavior analysts regarding applied and basic research related to gamification.

 

  Article Access  

The paper is accessible through PubMed Central (PMC), which is a free archive of biomedical and life sciences journal literature at the U.S. National Institutes of Health's National Library of Medicine (NIH/NLM) provided there courtesy of Association for Behavior Analysis International. Please see the link below.

https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4883455/

 

 

 

 

  About the Course Instructor  

Gillian Martin is a Chartered Psychologist and Board Certified Behaviour Analyst with over 20 years of experience supporting people using behaviour science in Ireland, the United Kingdom and the USA.  As well as clinical work, she have always had a strong interest in staff well-being, training, development and supporting teams to think through new concepts and find solutions.The values that drive her work include respect, curiosity, equality and integrity

 

 

 

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  1. Participants must obtain 80% in the quiz before the final certificate is issued. Due to the set up of Eliademy, the system may inform the user that they have 'completed' the course prior to this if they submit answers but have not achieved 80%. If this occurs, the instructor will contact the user directly.
  2. Participants have 24 months to complete the CEU. After 12 months of inactivity, users may be unenrolled from the course, and will be required to re-enroll in order to continue using it.
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Course content

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