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Get skills! - DIY. NERDY Application System - Apply for an event. Gamification & Customer Loyalty: The Good, The Bad, and The Ugly. Outside of big data, gamification—the use of game mechanics in a non-game context to engage users—is the darling child of business publications today. It’s easy to see why businesses of all sizes have flocked to the use of gamification. It is widely applicable since it taps into fundamental elements of human behavior. When executed well, it can make even mundane activities seem like a game, creating motivation and desire for users to keep “playing.” But there’s a dark side to gamification. For now, let’s step back from the hype and take a critical look at both sides of the gamification coin. The sections below feature examples where game mechanics are properly used to help guide ideal user behavior. How to Win the ‘Game’ of Customer Loyalty The quintessential example of gamification being used with great success is airline rewards programs.

Consider this startling fact from the book, Contagious, from professor Jonah Berger of the University of Pennsylvania’s Wharton School of business: II Congreso Internacional Educación Mediática y Competencia Digital | Gabinete de Comunicación y Educación#.UX46Ju0z01c.facebook. A escola do meu tempo, não a quero de volta. Sempre que passa mais um 25 de Abril, e já lá vão muitos, sobretudo nos últimos anos em que as dificuldades têm crescido e atormentado mais gente, são razoavelmente frequentes discursos de descrença e desesperança ouvindo-se enunciados como “afinal o 25 de Abril... e estamos como estamos”, ou “isto está pior do antes do 25 de Abril”.

Devo dizer que não simpatizo com este tipo de enunciados e daí estas notas. Sendo certo que estamos atravessar tempos de chumbo e com a confiança em baixo, também é verdade que não é sequer possível comparar o Portugal de hoje com o país de 1973. Para refrescar algumas memórias ou contar alguma história aos mais novos, deixem que vos fale da escola do meu tempo, o tempo dos anos cinquenta e sessenta.

Escolho falar da escola porque é uma área que conheço um pouco melhor, mas poderia fazer o mesmo exercício em todas as outras áreas de funcionamento da nossa sociedade. Na escola do meu tempo os rapazes estavam separados das raparigas. Innocent – 100% pure fruit smoothies, orange juice, kids smoothies and tasty veg pots. Badges. Social Now: Tools for Workforce Collaboration. O Direito de Aprender - Aprender em Cursos Abertos na NET para Todos - MOOC. O termo MOOC (Massive Open Online Course) significa cursos online abertos e em massa.

O MOOC nasceu em 2008 pelas mãos de Dave Cormier (Universidade de Prince Edward Island – Canadá) e desde então, os cursos online têm vindo a crescer substancialmente e já são várias as instituições conceituadas de ensino superior que disponibilizam este tipo de ensino. Entretanto já foi lançado, simultaneamente no Brasil e em Portugal, o primeiro MOOC em língua portuguesa. Para quem não tem acompanhado este movimento, divulgamos aqui algumas pistas para compreender melhor as suas potencialidades e algumas das instituições que desenvolvem MOOCs. Conheça as plataformas MOOC: feitas para ensinar milhares Artigo escrito por por Aline Aurili no site Instituto Claro (Brasil) - Novas tecnologias, novas formas de aprender Os MOOCs têm se disseminado por meio de diversas plataformas espalhadas pelo mundo, como o Coursera, o Udacity e o OpenClass, atraindo milhares de adeptos.

Aprender na Net é possível. Harvard e Princeton com cursos online legendados em português. Harvard, Princeton, Stanford e o Instituto de Tecnologia de Massachusetts (MIT) são algumas das melhores universidades do mundo. O Veduca, a funcionar desde Março de 2012, reúne e fornece gratuitamente cursos online destas mesmas instituições. Carlos Souza, um dos criadores do site, afirma, em declarações à Agência Lusa, que "apesar do maior público estar no Brasil, o mundo lusófono já está a descobrir o Veduca". Segundo o mesmo, o objectivo deste site é "democratizar o acesso à educação de alta qualidade". Com efeito, "Portugal representa o terceiro país de origem de tráfego, depois dos Estados Unidos", adianta Carlos Souza.

Para "os países lusófonos da África também já representam tráfego assíduo de usuários" na plataforma da Internet, Veduca. Assim, Carlos Souza acredita que o impacto deste projecto é "extremamente positivo" nos países lusófonos, bem como no Brasil, "onde a oferta de ensino superior de qualidade é restrita a uma minoria privilegiada da população". How the data revolution can make Europe greener. Here’s a Quick Way to Define Rapid E-Learning. Last week, I posted the question, “How do you define rapid elearning?”

The community responded and today we have over 200 definitions. We even got one from former U.S. Vice-President, Al Gore, who claimed to have “invented rapid elearning.” I suspect that one’s not real. What I really enjoyed about reading these definitions is that they were submitted by elearning professionals from all over the world. Something like this wasn’t possible just a few years ago. It is interesting to read the definitions of rapid elearning and see the diversity of opinion. Clear communication is essential for an industry that is focused on teaching others. In the book, BusinessThink, the authors discuss “complex equivalents.” I found this to be true with our definitions of rapid elearning. What Is the Definition of Rapid E-Learning? I am sure that this contest will not settle the definition of rapid elearning. Now for the task at hand… Here are the final five.

Click Here to Vote. Finding Students' Hidden Strengths and Passions. Rabbi Brad Hirschfield is the President of the National Jewish Center for Learning and Leadership and he has spent a lot of time thinking about how to inspire both. He has some ideas about how we can inspire our students by helping them find their hidden strengths and passions. To use the word "hidden" may not be quite accurate because often, strengths are hidden by lack of opportunity to display them. Too often, when students are in school, they are not looked at in terms of their strengths; rather, there is a focus on remediating their deficits. This is rarely a source of inspiration for anyone. What ends up happening is that kids' strengths and passions are either hidden from their educators or worse, they become hidden from themselves because they do not get encouraged.

So what can educators do? Second, ask students to talk about times when they found out something surprising and good about someone else. You may have your own ideas. 48 Significant Social Media Facts, Figures and Statistics - Plus 7 Infographics. I came across some interesting statistics that has me quite concerned about the dental hygiene levels on this planet. Apparently there are 600 million more people that own a mobile phone compared to those who own a toothbrush. Some research reveals that there are 4.8 billion mobile users but only 4.2 billion people with a toothbrush. Does that mean that every mobile should be sold with a free toothbrush or should you need to produce your toothbrush before you are given possession of your new mobile phone to ensure that future personal close encounters are engaging and pleasant?

Another interpretation of those statistic is that toothbrushes are too expensive. The Importance of Statistics Statistics are used to make important decisions and social media statistics, facts and figures are often used to justify new media marketing strategies and tactics to the CEO. Here are the latest facts, figures and statistics for seven major social networks that marketers need to take notice of. Facebook Twitter. Winners Announced! – Why Open Education Matters Video Competition. Timothy Vollmer, July 18th, 2012 Creative Commons, the U.S. Department of Education, and the Open Society Foundations are pleased to announce the winners of the Why Open Education Matters video competition. The competition was launched in March 2012 to solicit creative videos that clearly communicate the use and potential of free, high-quality Open Educational Resources — or “OER” — and describe the benefits and opportunities these materials create for teachers, students, and schools everywhere. U.S.

Secretary of Education Arne Duncan announced the competition with a video on the Why Open Education Matters website. The competition received over 60 qualified entries. First Prize Congratulations to Blinktower, an extremely talented creative agency based in Cape Town, South Africa. Second Prize Congratulations to Laura Rachfalski and her great team.

Third Prize Congratulations to Nadia Paola Mireles Torres and her collaborators from the design firm Funktionell. Using Social Media for Global Growth: The Airbnb Story. Narrative now. University Game Labs Emerging to Enhance Community Learning. How students are learning at university game labs To think, there are still people who say gaming isn’t good for education; try saying that to universities with game labs. Gamification is a powerful tool that can make the educational experience not only more fun, but more effective as well. Because of the increasing number of successful game labs, more universities are looking to tap into the power of games to reap the rewards from social and interactive learning. The joy of gamification is that it isn’t specific to one subject, class size, or grade level – it’s seen anywhere from young kids to college students and everyone can benefit from it.

This belief is shown through World of Classcraft as the game is a simple outline that can be applied to any age level or subject. It’s up to the teachers to decide how and when a game is used. Dr. Schrier continues: “A game lab could serve as a model for a hands-on, problem-based, and meaningful approach to learning. Title image via Nic McPhee. How to Get Hesitant Teachers to Use Technology. In my consulting as well as administrative technology work, I am often asked the same questions by different schools and officials. One of the most common is: “How do you get teachers who are hesitant or resistant to use technology?” I am keenly aware that many of my colleagues are not, for various reasons, gung ho about educational technology. And it’s interesting. Quite often, the teachers who are hesitant to adopt new technology are great — in fact, amazing — educators.

In my role as tech advocate, I habitually find myself trying to coax these established educators to use new tools and incorporate new methodologies. 1. If you’re working with veteran educators, this is especially important. Instead, try this: observe what they do in the classroom that’s made them successful and build out from there. 2. If teachers express a want or need for technology in the classroom (a particular browser, program, hardware, etc.) accommodate them!

3. 4. Teachers are not done at three o’clock. 5. 6. Case Study: DIG/IT and the NYC Department of Education — LearningTimes. Introduction Twenty-first century living demands skills and tools to navigate the digital world. All kinds of everyday tasks can be facilitated or made more accessible by using a computer and having Internet access at home.

Many families still lack access to broadband and computers in their home environments. These families are less likely to be using online resources in their day-to-day lives, and are less likely to know how to use the resources safely and to help better their lives. Challenge and Opportunity New York City’s Department of Information Technology & Communications (DoITT) and Department of Education (DOE) were awarded a grant from the US Department of Commerce to create NYC Connected Foundations, a program to increase broadband access for students enrolled in participating transfer high schools. Solution: DIG/IT The LearningTimes team led the design and development of DIG/IT – a social, gamified adventure in digital life, on the new BadgeOS platform.

Feedback Outcomes. The Psychology of Achievements -- Internal Rewards And External Forces. Before XBLA and PSN, “achievements” in games were precisely that – abstract concepts, indicated by a high score on an arcade board, bragging rights with your friends (“I totally beat Battletoads!”) , or simply tasks you were pretty proud of. But gaming has always been about “achievement” – gaining levels, improving skill (or scores), reaching the next level, finding secrets, accomplishing set (or secret) tasks. The age of achievements has merely quantified the concept.

Like leveling or those awesome loot reward schedules that we talked about recently – achievements are psychologically powerful additives that designers whip into the game experience recipe. Achievement Addicts It’s all about motivation. Achievement junkies are almost definitely in the first camp – folks who like to feel like they’ve done something (and now they get to brag about it).

The compulsive achievement fiend is a subset of gamer who has always existed. Hearing from the Experts Dr. According to Dr. Some Kind of Fun. :: Authentic Happiness :: Using the new Positive Psychology. Achievements and learning: Gamification comes to businesses and schools.

What is gamification? Gameplay has a lot to teach us about motivating participation through joy. ‘Gamification’ is a new term, coined in 2008, for adapting game mechanics into non-game setting — such as building online communities, education and outreach, marketing, or building educational apps. Here are some ideas for how to do it. Achievements Badges, trophies and points represent having accomplished something. Since antiquity, people have been honored with medals, crowns and other decorations. Wreaths made of bay laurel were awarded to Greek athletes, and worn by Roman poets (e.g., Ovid, at left).

Judd Antin, at Yahoo! Achievements can be easy, difficult, surprising, funny, accomplished alone or as a group. “This has already occurred in education for a long time with things such as merit certificates and awards,” says Australian science teacher Alice Leung, but “gamification is more than that “because the game guides learners towards those goals, and gives constant feedback.” Other game mechanics Two examples. Untitled. Using Gamification to Improve Transfer of Learning The use of “gamification” in learning may sound fun and light-hearted, but it can be a serious business with bottom-line results. Vestas Wind Systems, the world’s largest wind-turbine supplier, wanted learning programs that could satisfy the tactical needs of business units.

The units were clamoring for quick, easy, and cost-effective learning programs focused on teaching employees essential skills. It also wanted to improve transfer of learning. These issues inspired Vestas’ e-learning team to create an entirely new form of employee education: Achievement-Based Learning (ABL). ABL has five objectives: Achievement objectives are key to success here. After looking at a video and an intranet page with step-by-step guides, learners are asked to “unlock” certain achievements.

Achievements of the campaign are positioned front and center to highlight their importance. Bersin & Associates WhatWorks members can download the case study today. Getting-started | 15 Brand Examples of Gamification. Outside of the recent flurry associated with Google+, the one term that has been top of mind throughout the digital space recently is gamification. Gamification is a term used to describe organizations using game mechanics to drive engagement in traditionally non-gaming products. There are examples of gamification everywhere in our daily lives and many brands are integrating game mechanics in unique and compelling ways all with the purpose of driving user engagement.

Below are 15 examples of Gamification and how brands are capitalizing on the trend. Xbox Live | Achievements, Leaderboards | Microsoft struck a chord with traditional gamers when they first rolled out achievement points. E.g. Foursquare | Rewards, Badges | Location based services such as Foursquare, Gowalla & Facebook Places have redefined game mechanics in non-gaming products. Examples of Foursquare Badges Example of Foursquare/NFL Super Bowl Rewards Example of Foursquare/Pepsi Reward from SXSW 2011 Example of ShopKick Rewards. Gamification | Gamification Platform.

Gamification + Rewards. Gamification 101: The Why and How of Gamification and Badging, and What It Means for eLearning. Game Mechanic: Achievements. Gamification Platform - BadgeFarm. Gamification, Social Media, Technology, Games. Employers and Brands Use Gaming to Gauge Engagement. Behavior Platform Overview | badgeville.com. » Easier Gamification with Badge-O-Matic » MYGAMIFICATION.COM. Badge A Minit. Introducing Badge-O-Matic. Gamify with BigDoor's API. SAPO Codebits 2011. Insígnias / Badges.

DISTINTIVOS DE DIRIGENTES LEADERS BADGES. Badges e players - museologia.porto. Badges e players - Hospital do Futuro. Certificação Open Badges. O que são “Open Badges”