When technology fails your customers: How gamification can help your business Smartphones, tablets, social networking and instant messaging; the way we talk to each other has changed massively over the last decade, and it is no secret that consumers - especially those who have grown up with these new technologies - want to be able to communicate with businesses using these same methods. To say that the contact centre industry has been left behind would be an understatement. In spite of major investments in new technologies, the contact centre has struggled to manage huge volumes of customer interactions across multiple channels.
Always be innovating: Preloaded on success, failure and games with purpose - edugameshub I’ve been following the fortunes of games agency Preloaded for several years now, and worked with them on a number of projects. During that time, they’ve grown considerably and had some impressive successes. I wondered: what do they think is behind that success, and what advice might they have for others who want to create educational games? I interviewed their managing director, Paul Canty, to find out his thoughts on this and their new venture showcasing games with purpose. Martha: tell me a bit about how you started out, and how that’s grown to where you are now. Eight Ways of Looking at Intelligence Big Ideas In “Thirteen Ways of Looking At A Blackbird,” poet Wallace Stevens takes something familiar—an ordinary black bird—and by looking at it from many different perspectives, makes us think about it in new ways. With apologies to Stevens, we’re going to take the same premise, but change the subject by considering eight ways of looking at intelligence—eight perspectives provided by the science of learning. A few words about that term: The science of learning is a relatively new discipline born of an agglomeration of fields: cognitive science, psychology, philosophy, neuroscience. Its project is to apply the methods of science to human endeavors—teaching and learning—that have for centuries been mostly treated as an art. As with anything to do with our idiosyncratic and unpredictable species, there is still a lot of art involved in teaching and learning.
The Science of Gamification - COLLOQUY The Gamification of Loyalty – Part Three of An Eight-Part Series This is the third in an eight-part series by gamification expert Gabe Zichermann that examines how loyalty marketers can integrate gamification strategies to increase engagement. The next installment is scheduled to run May 13. How to use the familiar to explain something new How to use the familiar to explain something new If I was to say Family Fortunes, Blockbusters and Eggheads, would you automatically think of internal communication? Probably not. However, these television shows are the formats communications professional Dawn Robinson, @Dawnieskitchen, (pictured) Marketing & PR Manager for housing association Guinness South, a division of The Guinness Partnership, has been using to “help raise awareness of internal communications practices and ways in which colleagues can engage with them, promote them and improve them.”
Learning through game-making–what the research says and doesn’t say When we talk about learning and games, we usually mean students playing games that someone else has made up. But the process of constructing a game has its own potential benefits. Game-making represents an active and creative, rather than more passive, approach to technology. It’s a core practice of constructionism, the learning theory championed at MIT’s Media Lab that focuses on learners building their own relationship to knowledge. The research on this new topic is thin so far. Critical Thinking Abilities Weak versus Strong Critical Thinking Critical thinking involves basic intellectual skills, but these skills can be used to serve two incompatible ends: self-centeredness or fair-mindedness. As we develop the basic intellectual skills that critical thinking entails, we can begin to use those skills in a selfish or in a fair-minded way. In other words, we can develop in such a way that we learn to see mistakes in our own thinking, as well as the thinking of others.
Five Steps to Enterprise Gamification Gamification is a hot new trend in business. As with any emerging trend, the best practices are still emerging. Some businesses are taking a “chocolate covered broccoli” approach by simply adding points, badges, and leaderboards to their applications and calling them gamified. This article offers another approach. Interactive Virtual Reality In 3-D, The Newest Learning Tool Remember the days when students would come to class armed with only a notebook and a textbook? In some places, that time is long gone, as laptops and iPads make their way into schools. Now a creative technology studio has come up with a platform for classrooms that makes digital textbooks look ancient. Chaotic Moon's immersive 3-D experience allows students to manipulate virtual objects and experience whatever they're studying firsthand. The platform marries a Leap Motion gesture controller with an Oculus Rift virtual reality headset so that students can experience scenarios arguably more memorable than anything they'd read in a book.
Enterprise Gamification Internal Enterprise Gamification: The SnapComms desktop and mobile messaging software blends old school motivational techniques with game design to improve employee communications, enhance workforce learning, and increase overall morale. The Rise of Enterprise Gamification 25 Critical Thinking Strategies For The Modern Learner Critical thinking is the engine of learning. Within this complex process or so many other relevant themes that contribute to learning: creativity, analysis, evaluation, innovation, application, and scores of other verbs from various learning taxonomies. So the following infographic from Mentoring Minds is immediately relevant to all educators, and students as well. It’s a bit of a mash of Habits of Mind, various 21st century learning frameworks, and the aforementioned learning taxonomies, promoting collaboration, problem-solving, and real-world connections (standard “critical thinking fare” with Habits of Mind-sounding phrases such as “Open-Mindedness”). At the bottom, it pushes a bit further, however, offering 25 critical thinking strategies to help support progressive learning. While a few are a bit vague (#12 says to “Think critically daily,” and #17 is simply “Well-informed”), overall the graphic does pool together several important themes into a single image.
How to Implement Deep Learning Characteristics in the Classroom Deep learning is the foundation on which I instruct my students; whether it is through the use of practical thinking skills, human dimension activities, and/or data gathering. There are other deep learning characteristics I implement daily, but these are most commonly used in my classroom. These strategies help to... Deep learning is the foundation on which I instruct my students; whether it is through the use of practical thinking skills, human dimension activities, and/or data gathering. There are other deep learning characteristics I implement daily, but these are most commonly used in my classroom. These strategies help to keep me focused on one common goal for all my students: to promote better learning outcomes for all students-ones that are transformational.
6 Tips for Getting Employees to Accept Your Gamification System Having Employees Accept Gamification Can be Tricky Julie has recently been hired to a global sales team, she is eager to prove her worth. She keeps receiving countless emails letting everyone know her new co-workers are being awarded badges and accumulating points in some way. When she tries to find out why she is getting all these public notifications that are clogging up her inbox, her manager tells her it’s some gaming platform his boss made him use – “it’s a mandate from up high, I had nothing to do with it”. During lunch, her cubicle mate tells her that three months ago the company decided to implement a gaming platform announced with great fanfare by the higher ups, but since then the only thing that’s different is that they have a desktop app that gives them “meaningless points for meaningless actions”.