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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

vs. Game Based Learning in Education As the debate and discussion for games and learning continue in the field of education, there needs to be some clarification in terminology. Educators and Advocates may think they are speaking the same language, but this is not certain. When I read the many blogs, articles, and resources on the subject, I see some lack of clarity, as well as oversimplification, when it comes to Gamification of Education and Game Based Learning. So let’s start with the terms: Gamification is the process of using game thinking and game mechanics to solve problems and engage users. Game Based Learning or GBL is a a branch of serious games that deals with applications that have defined learning outcomes. GBL and Gamification overlap often. Both GBL and Gamification of Education want the same thing: student engagement. Andrew Miller (@betamiller on Twitter) is an international educational consultant specializing in many areas including online learning and games-based learning and gamification of education.

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!

Level Up Book Club 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? Game-Based Learning Units for the Everyday Teacher Game-based learning (GBL) is getting a lot press. It is an innovative practice that is working to engage kids in learning important 21st century skills and content. Dr. Judy Willis in a previous post wrote about the neurological benefits and rationale around using games for learning. She also gives tips about using the game model in the classroom. Myths About Game-Based Learning First, let's clarify a couple things. Gee refers to teachers as "learning designers," and I couldn't agree more. Inspired by the work I've seen, here is an overview of components and structure for the everyday teacher to implement game-based learning Overall Structure: Individual Quests and Boss Levels A game-based learning unit should consist of both smaller quests and more robust boss levels. Boss levels are more rigorous missions that require students to synthesize the content and skills learned in the quests. Overall Theme Need to Know Game-Based Learning demands a "need to know" the content. Incentives Avatar

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.