Gamification and Touch Typing
It seems simple, after all, it is about turning a routine activity into a game. But we can complicate the task to unsuspected limits. Let's see how we apply gamification to touch typing. This is how Wikipedia defines it:
Gamification is the use of game design elements and game principles in non-game contexts to increase motivation, as well as to reinforce behavior to solve a problem, improve productivity, achieve a goal, activate learning, and evaluate specific individuals.
Wikipedia
Defining the goal of gamification
First of all, we must be clear from start to finish about the goal we want to achieve through gamification. When designing a game, of any kind, we will not prepare the game dynamics in the same way depending on the purpose we have in mind.
After all, it is like preparing bread dough. The baking will be different if we want a crispy, toasted bread or if we prefer a white bread. The same analogy can be applied to the creation of a game.
Levels
It is important to define the levels of a game, as they are the basis of the mechanics. For example, in Ludo, we could say that the goal is a level and the game ends when you complete four levels.
At Kluppy, we have defined a series of 43 levels identified as planets or worlds. The objective of the first 23 levels is the complete learning of the Spanish QWERTY keyboard, and the following 20 levels aim to increase typing speed.
Scoring system
The score is another key element. It is what will allow the player to advance through the levels. We can base it on skill, speed, accuracy, chance... it will depend on our initial goal.
In our case, we use two types of scoring systems. A strong one and a weak one. The strong one is based on stars and the weak one on points. In both cases, accuracy is prioritized when typing over speed, but with certain minimum speed requirements.
In our case, stars allow unlocking planets and exercises. Points allow positioning in the ranking and winning challenges.
Make it social
One of the great motivations people usually have is showing where their limits are. If I am faster, if I jump higher, if I score more baskets, if I have more knowledge... If we make two people compete against each other, each one will give their best.
At Kluppy we decided to create touch typing challenges for this. Each student can send exercises to a classmate so that whoever gets the most points will be the winner.
Time
Time is an element of stress. The more limited it is, the more stress it generates. However, it should not be rejected when designing a game, as playing with emotions can be very interesting in a game.
When gamifying touch typing, we decided to keep the time variable. At first glance, it may seem counterproductive considering our target audience, which is mostly primary school students. Nothing could be further from the truth. This variable adds extra motivation, with the goal of students completing the exercise in the shortest time possible.
Based on time, which is a consequence of typing speed, and other variables, we calculate the stars (strong score) that each player will obtain. At Kluppy we decided that the time should not be visible but still present, so as not to generate stress during the execution of the exercises.
Reinforcements
Psychological reinforcements are great allies. Usually, reinforcements are divided into positive and negative. With the former, essentially, we try to reward the player through images, colors, sounds, etc. As for the latter, the player will be "punished" in the same way as with the positive ones.
In our touch typing tool, we use positive reinforcements such as stars, music in the videos, or the bright colors of the planets.
Conversely, we have negative reinforcements such as padlocks, sounds when making mistakes, unlit planets, or empty star slots.
All these reinforcements, and a few more, help motivate the student in learning touch typing.
Ranking
We could include this within the reinforcements. A ranking, just like the challenges mentioned above, invites players to try again and again with the goal of wanting to beat the other players.
Although we implemented this at Kluppy from day one, over time we have turned it into an option. An option that can be activated from the administration panel.
Gamification does not stop here
We can extend gamification as far as our imagination can go. Everything discussed in this text can be worked on and exploited to unsuspected limits. As much as the time we want to dedicate to it.
In addition, we can include other points such as secondary objectives, the creation of a story, content creation by the player, matchmaking, etc.
In short, keeping up to date with the video games that young people like is a very common task for our team. It helps us research, learn, and know what the trends are. Knowing the tastes of children and teenagers. And above all, seeing video games in a different way than just "killing space invaders" or "playing Fortnite".
And is this all in Kluppy?
No, gamification is only one part of Kluppy. An important part, but not the most important. Our algorithm is essentially what makes the magic happen.
And the magic consists in the fact that each student, each player, has a different level. No matter how well-gamified a tool or task is, if it is impossible for the player to perform it for any reason, they will end up frustrated. If, on the other hand, the game is too easy, they will end up bored.
Our algorithm adapts to each student depending on their abilities. In this way, the algorithm plays with the student and adapts the exercises, rewards, and punishments based on what has been learned about them.
In addition to this, we have a control panel to see progress and monitor students in the task of learning touch typing, so we can obtain a lot of data from each of them in real time.
If you want to know more about Kluppy, we invite you to contact us using the contact form.