College level gamification with MyGame.

Introduction
There are many gamification tools, which have the right fit in specific environments. Classcraft works well with crowds, that are willing to take on magical personalities and roles. GradeCraft (from UofM) works well you have total control over the curriculum of the course. However, what if you teach a high enrollment, introductory course, that is coordinated among many instructors. Your hands may be tied.

Application
A new tool is the MyGame mobile app, which tracks XP through a ledger. Various course missions are not tied to grades, but allow pursuing rewards such as Peace of Mind Points for exams, LinkedIn recommendations, turning in late assignments.

More details about this system are available here:

Ryder, R., & Machajewski, S. (2017). The “UIC German” game app for the enhancement of foreign language

learning - Case study. International Journal Of Educational Technology, 4(1), 1-16. Retrieved from

http://educationaltechnology.net/ijet/index.php/ijet/article/view/13

Machajewski, S. (2017). The short and long game theory for academic courses. Blackboard Inc. Retrieved

from http://blog.blackboard.com/the-short-and-long-game-theory-for-academic-courses/

Machajewski, S. (2017). Application of Gamification in College STEM Introductory Course. (Doctoral

dissertation). Retrieved from ProQuest Dissertations and Theses database.  http://research.dataii.com/publications/Gamification/

Machajewski, S. (2017). Getting Comfortable with Failure and Vulnerability to Facilitate Learning and

Innovation in the Game of School. Great Lakes Conference on Teaching & Learning. Central

Michigan University. Retrieved from http://scholarworks.gvsu.edu/cisotherpubs/2/

Call to action:
Faculty are invited to apply for adoption of the platform:

https://game.dataii.com/