Hook
Background information
Thesis Statement
I will argue that gamification has the potential to engage and motivate users to achieve client set goals. Gamification utilizes user’s desires for reward impulses which revolve around the idea of Status and Achievement.
Outline
Use evidence to show how gamification benefits society
• Paragraph 1
Topic Sentence
How gamification can improve the work place
Example/Reasons
1. Games increase optimism, build a social fabric, enable productivity and create meaning in the workplace
2. Games build employee engagement through feedback
3. Games build employee engagement through competition
4. Games are used by industries like defence, education, scientific exploration, health care, emergency management, city planning, engineering, religion, and politics
5. …show more content…
Allows for students to keep practicing unique questions until they meet their desired level of achievement.
10. Students who partake in gamified education tend to do more reading and study harder in turn increasing student performance.
Counter Argument(if any)
1. Cannot transmit emotion or engage the student as a teacher could
2. Gamification, if done wrong, will teach students bad habits
3. Point systems and badges does not make it game or take the place of meaningful interactions
4. Although there are many successful implementations of gamification, the long term effect of gamification on users is addiction/compulsion.
5. “Gamification also, creates a habit - earning points, badges, and other perks - which then influences the person to do better, however, if this becomes a habit, and the user does not receive perks or benefits, he / she will not do well the next time, as they will think that they will not receive an benefits, thus reducing productivity.”
• Paragraph 3
Topic Sentence
How gamification can improve the community area.
Example/Reasons
1. Compete against other residences for benefits
2. Leader boards
3. Public