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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.

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Level Up: 4 Ways to Gamify Workplace Teams Morgan Norman is the Founder and CEO of WorkSimple, putting an end to performance reviews by providing a better way for coworkers and teams to share goals, work together, get and give feedback, and make each other shine. Connect with him and WorkSimple on Facebook and Twitter . Think gamification is amateur and doesn't belong in the workplace? Cognitive Flow: The Psychology of Great Game Design Cognitive Flow: The Psychology of Great Game Design By Sean Baron [Microsoft Studios user experience researcher Sean Baron takes a look into the often discussed, but rarely concisely defined, concept of Flow, and offers a succinct definition and suggestions for implementing conditions to help players get into the zone.] You sit down, ready to get in a few minutes of gaming. Hours pass and you suddenly become aware that you're making ridiculous faces and moving like a contortionist while trying to reach that new high score.

Gamification: Insights And Emerging Trends Editor’s note: Tim Chang is a managing director at Mayfield Fund. Follow Tim on Twitter @timechange. He’s hosting a workshop on gamification at the Mayfield Fund offices on June 6 and has reserved 10 spots for TechCrunch readers — more details at the end of this post. I have been active in the field of gamification for the past couple of years, working with companies like Badgeville, HealthTap, Gigya, Basis and others on leveraging game mechanics for end user behavior measurement, scoring and shaping. Last week, I participated on an investor panel of at VatorSplash’s Gamification Summit and the group shared several noteworthy points:

7 Examples: Put Gamification To Work - The BrainYard An increasing number and variety of business applications are integrating game mechanics, or gamification, to improve user engagement, engage new customers, incent employees, build loyalty, and more. 1 of 8 Gamification is the art, and sometimes science, of applying game theory and mechanics in non-game contexts. Businesses have used game mechanics for years--often in training and human resources settings--to provide users with incentives to perform particular (and, quite often, tedious) tasks. Now, with the rise of social networking in the workplace, the game, as they say, is really on. English Grammar Online - Rules and Explanations Got it! This website uses cookies to ensure you get the best experience on our website. More info Cookie Consent plugin for the EU cookie law You are here: Home Grammar Explanations

The 6 Elements of Persuasion (Infographic) Join us live at Entrepreneur's Accelerate Your Business event series in Chicago or Denver. Secure your spot » The word "influencer" gets thrown around a lot in business, but how does the power of the persuasion really work? An infographic from U.K. Jane McGonigal: Gaming can make a better world I'm Jane McGonigal. I'm a game designer.I've been making games online now for 10 years,and my goal for the next decadeis to try to make it as easy to save the world in real lifeas it is to save the world in online games.Now, I have a plan for this,and it entails convincing more people,including all of you, to spend more time playing bigger and better games. Right now we spend three billion hours a week playing online games.Some of you might be thinking,"That's a lot of time to spend playing games.Maybe too much time,considering how many urgent problems we have to solve in the real world."But actually, according to my research at the Institute for the Future,actually the opposite is true.Three billion hours a week is not nearly enough game playto solve the world's most urgent problems. Here's why.This picture pretty much sums up why I think games are so essentialto the future survival of the human species.

The Future of Gamification Introduction and overview of responses The word “gamification” has emerged in recent years as a way to describe interactive online design that plays on people’s competitive instincts and often incorporates the use of rewards to drive action—these include virtual rewards such as points, payments, badges, discounts, and “free” gifts; and status indicators such as friend counts, retweets, leader boards, achievement data, progress bars, and the ability to “level up.” While some people dismiss gamification as a fad, neuroscientists are discovering more and more about the ways in which humans react to such interactive design elements.

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