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HP LIFE and Gamification

Posted By Minnesota State Community & Technical College _, Monday, September 23, 2013

As a former video game enthusiast…

As a former video game enthusiast I am familiar with the thrill, entertainment and adrenaline rush that gaming offers. Now, as a faculty member at M State in Detroit Lakes I am instructing students who may have the same love for video games that I had many years ago. My wife tells me I am entertaining and I tend to agree with her but sometimes it is a challenge to capture and hold my students attention. Let’s face it, my lectures won’t always keep you on the edge of your seat or keep you coming back for more.

HP life has given me and my students some new and exciting learning options. Students have the opportunity to learn interactively and get instant feedback and gratification.

HP LIFE is "like a game”

One of the students in the Principles of Marketing class said HP LIFE is "like a game” when I asked for feedback from the students. Other students are enjoying the ability to interact with others around the world (social gamming), modules contain narrative, users can control the speed in which they complete the modules, and they have the ability to jump around the module if they choose. The students like to earn a certificate, collect points and earn virtual currency that is the Global Poverty Project (GPP) points. This allows for a competitive advantage or the willingness for the user to compete.

Many of my students are drawn to HP LIFE because it is similar to a video game that requires skill, quests, achievement, solve-problems, self-awareness, and it can remove one from your current mental state in the sense you become one with the game.

Game on my fellow gamers!

Bryan Christensen is a Sales and Marketing Instructor and the Director of the Business and Entrepreneurial Services at Minnesota State Community and Technical College. He enjoys bringing new technology to the classroom and implementing new instructional techniques and tools to help students.

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