NOAA May 2011 SS

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NOAA May 2011 SS

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NOAA May 2011 SS

  1. 1. Engagement<br />
  2. 2. When a learner earns rewards for attaining high standards, this creates a positive feedback loop, which increases interest and involvement, leads to high personal evaluations of performance, results in increased competence, and builds intrinsic motivation.<br />Cameron, Pierce, Banko, & Gear, 2005; Hidi, 2001; Jinks & Lorsbach, 2003.<br />
  3. 3.
  4. 4. Cycle of Student Motivation<br />Achievement<br />Interest<br />Recognition<br />Performance<br />Self-Assessment<br />
  5. 5.
  6. 6. -HOW<br />-WHAT<br />-WHERE<br />-WHO<br />-WHEN<br />
  7. 7. 7 Lessons Learned From Games<br />Tom Chatfield<br /> <br />
  8. 8. HOW<br />Student Desires Mapped to uBoost Features<br />
  9. 9. WHAT<br />Target Behaviors<br />
  10. 10. Achievements<br />
  11. 11. WHERE<br />
  12. 12. WHEN<br />NOW!<br />
  13. 13. WHO<br />Peers/Self<br />Relevant<br />Recognition<br />Family<br />Instructor<br />Community<br />
  14. 14.
  15. 15. Use Case– More PD<br />
  16. 16. Key Takeaways<br />ROI<br />Feedback<br />Loop<br />User<br />Experience<br /><ul><li>Low cost
  17. 17. Increase desired behaviors
  18. 18. Increase Connections
  19. 19. Branding
  20. 20. Engaging
  21. 21. Automated
  22. 22. Frequent
  23. 23. Positive</li></li></ul><li>Information: www.uboost.com<br />Contact: jbower@uboost.com<br />Phone: (866) 921-4480<br />Thank You!<br />
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