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Core Concepts of Gamification

Core Concepts of Gamification
Outstanding presentation from Amy Jo Kim, an adjunct professor of Game Design at USC’s Digital Media school, recently named top US-based game design school. She’s also the author of Community Building on the Web (2000), a design handbook for digital communities that’s used worldwide at game studios & universities.[Email Amy]. This presentation was delivered at Casual Connect Seattle, July 2011. A few of the highlights of the presentation and how they compare to sales and marketing: “What are your social engagement words?” My mind map from the presentation: Feel comfortable that Gamification will not turn the world upside down. Related Information:In love with your products more than your customers? Related:  GAMIFICATION in EDUCATIONGames

Gamification About the Course Gamification is the application of digital game design techniques to non-game contexts, such as business, education, and social impact challenges. Video games are the dominant entertainment form of modern times because they powerfully motivate behavior. Game mechanics can be applied outside the immersive environments of games themselves, to create engaging experiences as well as assign rewards and recognition. Over the past few years, gamification adoption has skyrocketed. Companies use game thinking for employee motivation in human resources, team building, productivity enhancement, training, health and wellness, sustainability, and innovation. Game thinking means more than dropping in badges and leaderboards to make an activity fun or addicting. Subtitles forall video lectures available in: English, Russian (provided by Digital October), Turkish (Koc University), and Ukrainian (provided by Bionic University) Course Syllabus The course is divided into 12 units. 1. 2. 3.

Gamasutra - The Art & Business of Making Games Outcomes of game-based learning: Research roundup - Journalist's Resource Journalist's Resource (iStock) Constructivism, or learning by doing, is a classic approach to educational instruction that has generated renewed interest in the digital era. Constructivist practices such as apprenticeships have a long history, but in contemporary classrooms they and other hands-on programs often take a back seat to teachers telling students what they need to know rather than facilitating each person’s natural curiosity and learning style. Digital learning tools have the potential of being customized to fit the abilities of individual students and can engage them with interactive tasks and simulate real-life situations. One approach to digital learning is to harness the broad appeal of video games for educational purposes. While research on the cognitive and behavioral impacts of violent video games have shown mixed outcomes, some nonviolent games have shown promise. While serious games have been embraced by educators in and out of the classroom, many questions remain.

Gamification, Virtual Worlds Playing with the Definition of “Game Thinking” for Instructional Designers Soon I will be presenting at the ASTD International Conference in Washington, DC. My title for the presentation is Three Mysterious Keys to Interactive Learning: Game-Thinking, Game-Elements, and Gamification. I am presenting Wednesday morning so, if you can make it—it would be great to have you in the session. As part of that presentation, I […] Continue Reading → CAC, RFP and Bigfoot I have had the privileged of teaching a great number of really talented and smart students, this semester has been no exception. Continue Reading → Harrisburg Presentation Resources Here are some resources from my presentation in Harrisburg. Continue Reading → 2014 DOE Symposium Conference Resources Here are my resources for the 2014 DOE Symposium Conference. Continue Reading → Great fun at ITEAA Conference & Introduction of Exciting Game-Based Learning Modules Continue Reading → Instructional Games and Narrative Continue Reading →

Defining competencies via Gamification Build out Learning Competencies through a Gamification Strategy – something simple and something that works! Competency development is one of the most foundational and tricky areas of learning. Building out good competencies- which map to good learning, that map to good assessment- allows for a full feedback model that you can use to track learner development and understand and address knowledge gaps. The challenge with delivering training on a competency model after it is built out is that often times it is presented in a way that is much too formal for the average learner to get much use out of. Many times you have built excellent terminal and enabling objectives, fantastic performance objectives and have spent a good deal of time mapping everything to a learning plan with assessments and gap assessment models built in. A strategy that I really like and have implemented in the past is to build out a Gamification model that maps competencies into tangible elements. Assign Points: Author:

Gamify - Everything's a Game Gamification Blog Gamification increases engagement and retention levels - HRreview Gamification is on the rise and has become one of business’ recent buzzwords. But what are we talking about? Defined as the use of game design mechanisms in non-gaming contexts, the term gamification was first introduced in 2002 by computer programmer Nick Pelling. The concept, which borrows elements from game thinking, has been recently used to address challenges in different fields, such as recruitment, learning, employee engagement, and retention. Although the idea behind gamification has been around for a while, it is only in the last four years that attention has grown exponentially – up to the point that some critics report an abuse of the term. Market research, however, suggests that there is more beyond the hype. What seems to be evident is that gamification has brought tangible benefits to business, such as the ability to reach a larger audience, connect with prospective employees, and promote employer branding. Article by Sergio Russo

7 CRM Gamification Strategies Salespeople like to feel powerful. People crave feedback, and giving it to them has an interesting side effect: They feel more powerful and in control, and that makes whatever they’re doing “sticky,” meaning they want to do it for longer periods and with greater frequency. Why is that concept important for CRM? Because, thanks to a practice known as “gamification,” you can design CRM systems that appeal to people’s craving for feedback and rewards, and deliver a powerful sales performance enhancer. The underlying principlepsychologists call it affect motivationgoes for babies making low-hanging mobiles dance or Angry Birds addicts powering their way through 50 levels in one sitting. But here’s the challenge: to keep CRM sticky, you’ll have to constantly raise the bar on the accomplishments to be achieved. Gamification Improves Sales Performance With all of that in mind, here are 7 tips for using gamification to improve your CRM program, and by extension, your business results: 1. 2. 3. 4.

Construct 2 - Create Your Own Games Construct 2 lets you make games visually, no programming required! You and Construct 2 — The perfect way to become a game developer today! Buy Now Pricing No monthly fees, you pay once and have access to Construct 2 for life. If the Construct 2 editor is updated, you'll get the update for free! Make games for over 14 platforms all for a one off payment. Which Construct 2 Version Do I Need? I am a that's made Not sure what license you need? Don't worry! Add to basket For Profit Business Business Edition licenses can either be issued: In the name of the business. Usage of Personal Edition licenses are strictly prohibited for business use. Any Questions? Please feel free to email support@scirra.com and we'll respond as soon as we can. Add to basket Startup Business Startup Businesses are defined as ones that have made less than $5,000 USD revenue (or equivalent) over their entire business history. As a startup business, you are permitted to purchase Personal Edition licenses. Non Profit Business Good news!

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