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Getting-started

Getting-started
Related:  Engagement and Sensory Immersion

Octalysis: Complete Gamification Framework (This is the Gamification Framework that I am most known for. Within a year, it was translated into 9 different languages and became classic teaching literature in the gamification space in the US, Europe, Australia and South America.) Octalysis: Complete Gamification Framework Gamification is design that places the most emphasis on human motivation in the process. Most processes design around function and efficiency – they try to get the job done as quickly as possible. Even though many Gamification techniques were in use long before video games were around, games were one of the earliest examples of a holistic approach to implementing Human-Based Design – so now we call it Gamification. In the past few years, I have been digging deep into the formulation of a complete framework to analyze and build strategies around the various systems of Gamification. In the end, I came up with a system that I feel is instructive, useful, and elegant. The 8 Core Drives of Gamification 8) Loss & Avoidance

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

products We currently have four themes of eco action trumps available to buy singly or in bulk. They are available in the standard size and a giant version perfect for outreach and event activities. everyday eco actions: This pack covers a range of eco actions you can do at home. free & easy eco actions: This theme depicts actions you can take to be more environmentally conscious in your lives without having to spend any cash. water eco actions: A pack devoted to water related actions you can adopt at home or at work to save clean, treated mains-fed water. NEW for 2014 – office eco actions: This theme, brand new for 2014, is devoted to actions that employees can adopt while at work, covering behavioural actions such as switching off lights when not needed and when leaving at night; ensuring all electronic equipment is off at end of the day and weekends; alternative, sustainable transport options; recycling office equipment and waste and lots more. Bespoke Products

Yu-kai Chou & Gamification | Gamification Expert & Follower of Christ The Big List of Class Discussion Strategies Listen to this article as a podcast episode: Podcast: Play in new window | Download (Duration: 38:22 — 53.1MB) Subscribe: iTunes | Android | When I worked with student teachers on developing effective lesson plans, one thing I always asked them to revise was the phrase “We will discuss.” We will discuss the video. We will discuss the story. We will discuss our results. Every time I saw it in a lesson plan, I would add a note: “What format will you use? The problem wasn’t them; in most of the classrooms where they’d sat as students, that’s exactly what a class discussion looked like. So here they are: 15 formats for structuring a class discussion to make it more engaging, more organized, more equitable, and more academically challenging. I’ve separated the strategies into three groups. Enjoy! Gallery Walk > a.k.a. Basic Structure: Stations or posters are set up around the classroom, on the walls or on tables. Philosophical Chairs > a.k.a. Pinwheel Discussion > Socratic Seminar > a.k.a. a.k.a.

Gamification 101: The Why and How of Gamification and Badging, and What It Means for eLearning These days, receiving requests to help a friend harvest enough wheat to build a new barn, buy a shinier silo, or even breed a special purple-spotted cow is practically routine. Social games like Farmville and its many clones inundate our social media feeds, with millions of users logging in and playing daily in an ongoing quest for virtual goods. Though many people find the Farmville model irritating, it is part of a larger trend sparked by the surging popularity of online gaming and social media known as gamification—the use of game mechanics to entice users and influence their behavior, particularly by encouraging and rewarding continued use. In contrast to the one-hit-wonders and overnight sensations of viral content, gamification “keep[s] people engaged to keep doing things, as opposed to … You click, you watch and then never see it again" (Patel, 2010). Gamification has already proven to be a powerful tool in driving user engagement. What is Gamification? Why Does Gamification work?

PricewaterhouseCoopers joins GSummit as a Sponsor PricewaterhouseCoopers is ready for Gamification As the market for gamification matures, there are a number of significant changes in store for our nascent industry. Chief among those is the increased attention from bellwether companies that signal broadening support for our view of increased engagement through great design. One of the most sought-after categories is consultancies, particularly the large management/strategy agencies. That’s why we’re so excited to welcome PwC — PricewaterhouseCoopers — to GSummit as a first time sponsor. Obviously, PwC is not the only consulting firm involved in gamification, as evidenced by the amazing representation from top tier consulting firms for the first time this year at GSummit. I’ve long maintained that having practices devoted to gamification at major consulting firms was an important part of our maturation as an industry, but I’m especially pleased at the major progress we’ve made. Save $150 on your ticket by using code GBLOG14 at checkout!

What We Can All Learn from a Montessori Classroom As we scramble for ways to improve our schools, to meet every student’s needs, to push back against a test-score driven educational culture, many of us wonder what the right path might look like. Is it possible that path has been under our noses for more than 100 years? Until five years ago, I had no idea what Montessori was. When I heard people use the word, I assumed it was some early-childhood thing, some kind of school that was maybe a little esoteric and maybe a little privileged. Then, when my oldest child reached preschool age, and then the next kid and the next, I sent them to a Montessori preschool. During those years, I became more familiar with Maria Montessori’s philosophy, pioneered over 100 years ago in Italy, and I liked it. For some parents, it wasn’t that simple. Several years ago, a tiny educational revolution started in Bowling Green, Kentucky. First, they held several meetings to see if enough families would be interested in the school. I think we could.

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.

How Game Thinking is Changing Brands? 5 gaming dynamics that truly engage students “How do we get kids to walk out of our classrooms and continue to think about what they’ve done in class?” he asked. Games give students an “endless list of things they have to complete–but the difference [compared to homework] is that they’re making the list,” Kiang said. The top five most addictive games, Kiang said, are: 5. Leave of Legends, because of its large social element 4. Civilization V, due to its flexibility and multiple ways to solve problems and meet challenges 3. There’s a great amount of power in the open-endedness of Minecraft as a learning environment, Kiang said. “When you know who your kids are, it makes a huge difference in how you see them–you can’t expect kids to fit in one mold,” he said. Kiang described the five gaming dynamics that engage students and make it easier for educators to integrate gaming into their instruction: 1. 2. “In my class, I don’t necessarily want to create ‘A’ students–I want to create kids who are confident risk-takers,” he said. 3. 4. 5.

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. 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.” It’s not about winners and losers, says Leung. Judd and his colleague Elizabeth Churchill outline five key psychological functions of badges: Other game mechanics Many other game dynamics can help engage your audience.

How to Crowdfund Your Project: Campaigns, Causes, and Non-Profits | Solar Mosaic | Invest in Solar Projects Anywhere Crowdfunding is growing fast: in 2011, a comprehensive review put the industry’s size at $1.5 billion, and projected that it would grow to $2.8 billion by the end of 2012. Crowdfunding is also becoming more diverse: platforms now exist that make it possible to put money towards everything from equity investments in businesses to interest-bearing loans for solar energy to donations for music, film, and art projects. Many new crowdfunding platforms are also aiming it to make it easy to fundraise for campaigns or non-profit organizations. Here are four sites that can help you get your project off the ground: Indiegogo While Indiegogo is a broad-based, big-time platform (a la Kickstarter), it also maintains a serious commitment to funding social change. How to Launch a Campaign Indiegogo does not screen its campaigns. Advantages Indiegogo has a big community. Disadvantages Indiegogo has a low bar for posting a campaign, meaning there can be a lot of competition for eyeballs. Total Fees Crowdrise

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