Chapter 3 Introduction for Gamification in Practice

Using gamification in a learning experience.

In the following task, the story of Nils Holgersson by the Nobel Prize Winner Selma Lagerlöf form the foundation. This book was for decades used in school to study the Swedish language as well as geography.

The book is about a young lad, Nils Holgersson, whose “chief delight was to eat and sleep, and after that, he liked best to make mischief”. He takes great delight in hurting the animals on his family farm. Nils captures a brownie (a form of elf that watching over and helping in the household) in a net while his family are at church and have left him home to memorize chapters from the Bible. The brownie proposes to Nils that if Nils frees him, the brownie will give him a huge gold coin. Nils rejects the offer and the brownie turns Nils into a brownie, which leaves him shrunken and able to talk with animals, who are thrilled to see the boy reduced to their size and are angry and hungry for revenge. While this is happening, wild geese are flying over the farm on one of their migrations, and Martin, the farm’s white goose attempts to join the wild ones. In an attempt to salvage something before his family returns, Nils holds on to Martin’s neck as he successfully takes off and joins the wild birds all the way to the northern part of Sweden. On the next page follows a small section from the story when they take off from Nils farm. This is presented in an interactive video that includes simulated gamified tasks that are related to the story.

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