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E-learning and Gamification

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Here’s How Reality TV Can Help You Become an E-Learning Pro. I’m intrigued by some of the reality television shows.

Here’s How Reality TV Can Help You Become an E-Learning Pro

I don’t care much for the trashy ones, but the ones where there are skilled people competing are interesting. I usually catch snippets of Project Runway or Top Chef since those are two of my wife’s favorites. As can be expected, these shows typically have colorful characters that produce the drama. And some of the people can be arrogant and ruthless. The other day my kids were watching a cooking competition. Not only are there teaching moments for the kids, there’s really a lot that can be applied to elearning. There’s never just one way to do something.

In many of the shows, the contestants are all given the same task and same materials. What strikes me is that even though they all start at the same place, how they approach the challenge is usually different and unique. Key points: There’s more than one way to approach the course design. The Power of Gamification in Loyalty.

Look around and you’ll see a lot of examples of gamification in marketing and in particular in loyalty programs.

The Power of Gamification in Loyalty

So is this just another gimmicky social media driven tactic by companies? Or is there some genuine strategic value that justifies its rapid infiltration into loyalty programs. It may seem gimmicky on the surface but gamification addresses two key strategic issues for companies running loyalty programs: 1. Jump starting loyalty programs with early member engagement 2. The impact of gamification on these two key challenges areas warrants a separate look at each. Differences between Gamification and Games. This is an expanded version of the previous work on Serious games and Gamification below Ever since I first started considering Game Thinking, I have been trying to come up with a way to break down all of the parts that make it up.

Differences between Gamification and Games

The first attempt was my article about the differences between serious games and gamification. This gave me a basic outline of the 4 areas I considered to make up Game Thinking. Since then, I have been thinking about this a lot. I have been trying to break it down even further. Electronic Arts announces 'SimCity' for the classroom. GAMIFICATION EXPLAINED BETTER! The 8 Best Pinterest Boards about Educational Technology. Happy New Year everybody.

The 8 Best Pinterest Boards about Educational Technology

I hope 2013 will be a better year for you , one that is full of achievements, joy, and happiness. Educational Technology and Mobile Learning is thanking you warmly for your loyalty and promising you another year full of great posts and outstanding educational resources. As you might have noticed during this week, I have been publishing round-up posts of the best content published here during this year. I am really glad to see the huge interaction with these posts and this encourages me to work even harder. Today's post is about Pinterest. 1- Free Mobile Technology for Educators This is our official Pinterest page where we post everything that has to do with educational technology. 2- Vicki Davis Who does not know The Cool Cat Teacher? 18 Mind-Blowing eLearning Statistics You Need To Know. It's no secret that the training landscape has changed dramatically over the past ten years as eLearning and mobile technologies have gone from early-adopter novelties to mainstream essentials.

18 Mind-Blowing eLearning Statistics You Need To Know

Still, there are plenty of traditional companies out there who aren't buying all of the eLearning hype or can't convince their boss or HR team to experiment in the brave new world of eLearning. So we've rounded up more than a dozen powerful stats that are sure to be eye-openers, if not total mind-changers. 1. Gamification: Taking the leap. You are a forward thinking company and have heard about gamification. You have done your research and feel that you are confident enough to push forward and start looking at applying gamification to your organisation.

Now what? 8 Research Findings Supporting the Benefits of Gamification in Education. On Sunday, Tess Pajaron sent me a great article from Open Colleges about “The Virtues of Daydreaming And 30 Other Surprising (And Controversial) Research Findings About How Students Learn”.

8 Research Findings Supporting the Benefits of Gamification in Education

One thing that really struck me about this article is how many of these findings indicated benefits that can come from the use of gaming in education. Some of the findings directly addressed the subject, while others were indirectly indicative of potential positive outcomes of gaming in an instructional context. Brands that failed with gamification (single page view) Monsters are very powerful.

Brands that failed with gamification (single page view)

You need awesome weapons to kill them. This is why game mechanics are such an integral part of games. They measure and show your progress toward getting awesome weapons so you can blast monsters to bits. Gaming is huge -- a $60 billion industry. Yet, 84 percent of marketers had no plans to include games in their marketing efforts in 2011. Marketers want weapons too.

Over 40 Rapid E-Learning Posts with Free PowerPoint Templates & E-Learning Assets. The Return Of Video To eLearning. Best practices and examples for successful gamification. Making its debut onto the Gartner Hype Cycle for Emerging Technologies just a year ago, gamification continued to reach the peak of inflated expectations this year alongside other technologies such as Big Data, crowdsourcing and HTML5.

Best practices and examples for successful gamification

Applying gaming concepts, such as challenges rewarded by points and badges is thought to influence purchase behaviour, create incentives and help companies receive feedback about the customer‘s experience. In 2011, Gartner Analyst Brian Burke predicted that by 2014, more than 70% of Global 2,000 organisations will have at least one “gamified” application with gamification potentially becoming “as important as Facebook, eBay or Amazon.” This is supported by our love of video games playing. According to research from the IAB, nearly 33m people in the UK of all ages, gender and social groups are playing video games. Additionally, the study found that gaming is a high engagement, low distraction activity and at least twice as engaging as other media.

How Real Businesses Are Using Gamification to Spice Up Their Marketing. Gamifi-wha?

How Real Businesses Are Using Gamification to Spice Up Their Marketing

If that's your reaction to the word "gamification," you're in the right place. You might have heard the word thrown around a bit over the last several months, but never really dug into what it is and what it means for your marketing. How to Use Gamification to Reward Customers and Engage Prospects. Everyone wants new business.

How to Use Gamification to Reward Customers and Engage Prospects

But sometimes we get so wrapped up in trying to predict what the next great lead-gen tactic will be, we forget that new business doesn't come just from new customers. It also comes from your current customers, and it's a lot cheaper to acquire, to boot. Most marketers have undoubtedly seen the Bain & Company study that put hard numbers to the new-versus-existing-customer conundrum: it's six to seven times more expensive to gain a new customer than it is to retain an existing one, and a 5% increase in customer retention can boost profit from 25%-95%. You can always try to make your customers happier by sending them free goodies, responding to emails quicker, and smiling more when you see them, but odds are that any gains you'll see aren't going to move the needle much. It takes more than extra elbow grease on your part—it takes a new approach.

How to Use Game Mechanics to Reward Your Customers. There's a green card. Then there's silver, gold, and platinum. And then there's the Centurion—the black American Express card. Which do you want in your wallet? A handful of luxury brands have for decades used promises of status to encourage customers to spend more through loyalty to their brands. Today, brands of all stripes are experimenting with the psychology of status and power in rewarding customers. Too lame, not enough game: Why marketers are failing at gamification. Dr. Paul Ralph, a lecturer in design science, argues that gamification will flop as a marketing approach because marketers are more interested in points and prizes than the fun and engagement that gamers crave.

Depending on who you ask, gamification is either revolutionising marketing, triggering an apocalypse, the key to saving the world or just another buzzword. For the time being, however, some of the UK’s strongest brands including Coca-Cola, Nike and Tesco are producing painfully ill-conceived gamification initiatives. In fact, “gamification” is accruing negative baggage so quickly that academics are already shying from the term. Enterprise Gamification. Mint.com – Gamification in Personal Finance « interaction design.

Posted by reto wettach in gamification, service design. Trackback Those of you, who read this blog, know that I am currently interested in gamification and in banking (amongst a lot of other things… :-) ) In his Google Tech Talk, the researcher and designer Sebastian Deterding mentions mint.com, basically an online banking software, which “pulls all your financial accounts into one place” – for free, which is kind of scary… What is Gamification and Why Should You Care? This is a community post, untouched by our editors. PREVIOUS: How To Bring An Event To Life With Augmented Reality When you think of gamification, what do you think of? The 50 Best Videos For Teachers Interested In Gamification.

Image by Sezzles via Flickr Creative Commons. Why the Gamification of Learning Became so Successful. You Want E-Learning Success, But Are You Prepared to Go All the Way? Many of us take a Field of Dreams approach to elearning. If we build it, they will learn. But the reality is that elearning is just an event in the timeline of learning and not the entire learning process.