Where you have been, where you are, and where you need to go
Emphasize the gap between where you are and completion
levels, points, prizes, badges,
Display outcomes of past performance
Feedback
Celebrate effective actions
Time on task
Quality work
Meeting deadlines
Success
Display meaningful choices students can make in sequence, goals, pace, and strategyGive opportunities to personalize the UI
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Designer
Provide meaningful content and experiences
Make sure future utility is clear
Align/establish relevance with students goals and values
Provide a meaningful context/narrative, we are all story tellers
Make an emotional connection
Provide opportunities for social connection
Group problem solving
Collaboration
Competition
Companionship
Conformity
Comparison
Reputation
Ensure a balance between appropriate difficulty and challenge and being too easy
Reward problem solving with harder problems
Ensure students can recover from failure
Include rapid feedback cycles and low stakes
Success is clearly defined, goal orientationProductive experiences guided towards masteryProvide a fair evaluation of student performanceHighlight and celebrate success
Rewards as informational feedback, not behavioral control
Show progress: where you have been, are, and are going
Give students meaningful choices in the sequence, goals, pace, and strategy they use to complete the class