Educa2010 Student and Employee Engagement Strategies

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Presentation given in Friday LearnShop at Online EDUCA 2010. Looking at ways we can engage through, challenge, play, error correction, and timing... can these methods be used when engaging students, employees and audiences in general?
We would love to talk to you... www.cscape.com
d.graveson@cscape.com
@dombles

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Educa2010 Student and Employee Engagement Strategies

  1. 1. Employee and Student Engagement Strategies<br />Dom Graveson& Richard Sedley<br />Key words:<br />education, customer engagement, memory, credibility, marketing, persuasion, teaching, motivation, web2.0,cscape, educa<br />
  2. 2.
  3. 3. Richard Sedley<br />Dom Graveson<br />
  4. 4.
  5. 5. Customer Engagement<br />Repeated interactions that strengthenthe emotional, psychological or physical investment a customer has in a brand (product or service) <br /> An engaged relationship is probably your only guarantee for your organisations’ objectives<br />
  6. 6.
  7. 7. Stuff we know<br />
  8. 8. 01Kairos<br />Timing is everything<br />
  9. 9.
  10. 10.
  11. 11.
  12. 12. Persuasion windows open…<br /><ul><li> when you are in a good mood
  13. 13. when your world view no longer makes sense
  14. 14. when you can take action immediately
  15. 15. when you feel indebted because of a favour
  16. 16. immediately after you have made a mistake
  17. 17. immediately after you have denied a request</li></ul>?<br />Persuasive Technology: Using Computers to Change What We Think and Do, BJ Fogg<br />
  18. 18. The only persuasion strategy to which there is no defense<br />02Storytelling<br />
  19. 19. Copyright: Steve Double - www.double-whammy.com<br />
  20. 20. Make them feel proud<br /> The first, the last, the best and the rarest?<br />
  21. 21. Elements of a good story<br /><ul><li>PASSION to make your customers care
  22. 22. a HERO to drive the action
  23. 23. anANTAGONIST to challenge the hero
  24. 24. a moment of AWARENESS where the hero realises how to overcome his or her obstacles
  25. 25. TRANSFORMATION wherein the hero accomplishes his or her desired goals</li></ul>The Elements of Persuasion: Use Storytelling to Pitch Better, Sell Faster & Win More Business, <br />Richard Maxwell & Robert Dickman<br />
  26. 26. “<br />…I’ve never had another professor use storytelling in class. I’ve also never had the core lessons and material of a course stick with me as strongly as they did in that course..<br />?<br />”<br />Chelsea LeBlanc<br />LSA computer science majorPlymouth College of Education<br />
  27. 27. 03Reciprocity<br />Giving means getting<br />
  28. 28. 44%<br />completion accuracy<br />91%<br />completion accuracy<br />Reciprocity<br />A<br />B<br />Form<br />Whitepaper<br />?<br />Whitepaper<br />Form<br />Conversion rate = 84%<br />Conversion rate = 72%<br />Embedded Persuasive Strategies to Obtain Visitors’ Data. Gamberini, Petrucci, Spoto, Spagnolli<br />
  29. 29.
  30. 30. Stuff we think is important<br />
  31. 31. 04Attention<br />Our biggest challenge<br />
  32. 32.
  33. 33. ?<br />
  34. 34. How we understand value<br />05<br />Relativity<br />
  35. 35. Incentives and reciprocity<br />68%<br />32%<br />
  36. 36. 16%<br />0%<br />84%<br />
  37. 37. ?<br />William-Sonoma £275 1988<br />
  38. 38. Stuff on our minds<br />
  39. 39. Can mistakes motivate?<br />06<br />Error / correction<br />
  40. 40. ?<br />
  41. 41. Semantic or episodic?<br />07<br />Memory<br />
  42. 42. Peak-end rule<br />PEAK<br />?<br />Satisfaction<br />END<br />In a month see what you remember from this talk<br />Time<br />
  43. 43. Are Game Mechanics useful?<br />08<br />Play<br />
  44. 44. Flow<br />
  45. 45. Flow<br />A psychological state where a person is fully immersed and focused on an activity or task.<br />MihályCsíkszentmihályi<br />Arousal<br />Anxiety<br />Flow<br />Worry<br />Control<br />Satisfaction<br />Relaxation<br />Apathy<br />The guy’s name is pronounced<br />Me-highChick-sent-me-high<br />Boredom<br />low<br />low<br />Skill level<br />high<br />high<br />
  46. 46. Variable reinforcement<br />
  47. 47. Variable reinforcement<br />Create outcomes, small or large, without being able to predict what action is going to be able lead to that outcome.<br />Variable intervals<br />Variable rewards<br />?<br />Engagement<br />Fixed interval<br />Regular reward<br />If you knew the outcome would you play?<br />short<br />low<br />Time<br />long<br />high<br />
  48. 48. c<br />
  49. 49. “<br />…whoever plays,plays freely.<br />Whoever must play, cannot play.<br />”<br />James P Carse<br />Finite and Infinite Games: A Vision of Life as Play and Possibility <br />(Page 4, Chapter 2.)<br />This book is brill<br />
  50. 50. A<br />B<br />
  51. 51. Fun ≠ motivation<br />So what does motivate?<br />Challenge<br />Fear<br /> Obligation<br /> Responsibility<br /> Duty<br /> Commitment<br /> Discovery Desire…<br />
  52. 52. Thanks for joining in<br />Dom Graveson<br />@dombles<br />d.graveson@cscape.com<br />Richard Sedley<br />@richardsedley<br />
  53. 53. 5th Annual Online Customer Engagement Report<br />If you’d like a copy when we publish please give us your address<br />

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