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1
MOBILE
FIRST
MICRO
LEARNIN
G
EMBRAC
E
AGILITY
CONTENT
CURATIO
N
GAMIFICATION
& Learning
Experience
“The new buzzword in the
business world is
Gamification”
- Kathryn Perry
Oracle Director of Communications on Jan 24/2013
https://blogs.oracle.com/applications/entry/adding_gamification_into_the_oracle
Ahmed Hossam
Gamification in Education
AUC June
4
Knowledge Levels Through the Day
?
1 Gamification
2 Why Gamification
Lets Gamify
3 How is it used?
Introduction
Hewlett Packard (HP) were able to achieve over $1
billion of revenue growth after investing in a new online
portal that takes a gaming and rewards approach to
selling.
http://www.callcentre.co.uk/how-hpintel-made-1-billion-through-gamification/
6
Level 1
1 Gamification
7
8
9
About Ahmed Hossam
Gamification Consultant & Gamfed (International Gamification
Confederation) Ambassador in Egypt. http://gamfed.com/who-we-are/
Earned the Gamification world Certification during the
Gamification World Congress (GWC15) in Barcelona, Spain.
Certified Expert Gamification Designer from Engagement Alliance.
Ahmed is the 1st in the Middle East to be Certified Gamification
Designer level 2 from Sententia Gamification Consortium.
10
About Ahmed Hossam
In January 2017, ranked 17th in the Global Gamification Guru Power 100.
https://www.rise.global/gurus/r/2470935
11
Level 1 Completed
Gamification
?
25 %
12
Level 2
1 Gamification
?
2 Why Gamification
13
Why Gamification?
14
The engagement crisis
15
The engagement crisis
http://research.microsoft.com/en-us/um/people/sdumais/sigir2010-
dwelltimemodel.pdf
Microsoft Research proof of the 10
seconds to leave a website
16
The engagement crisis
17
The engagement crisis
18
The engagement crisis
19
The engagement crisis
Is there any industry who
survived the engagement
crises?!
20
The Power of Games
Games!
21
Why Gamification?
Gamification
Serious Process Games
Using Game Elements
to Engage people in
your process
Game Elements
22
Why Gamification?
Piano Stairs 66% more people than normal chose the
stairs over the escalator
23
The True Meaning of fun Jon Radoff 42 things that are fun
24
Why Gamification?
Did you notice the game
elements?
25
Level 2 Completed
50%
26
Level 3
1 Gamification
?
2 Why Gamification
3 How is it used?
27
The Power of Gamification
How Social Media uses
Gamification?
28
The Power of Gamification
29
The Power of Gamification
30
The Power of Gamification
31
Growth Of Gamification
32
The global market for gamification is expected to reach $5.5 billion in 2018
http://techinfographics.com/gamification-stats-and-facts-for-2015/
Gamification growth to reach $10.02 billion by 2020
http://www.researchandmarkets.com/research/z5v5zf/gamification
In a 2015 survey, 87% of retailers said they plan to use gamification to
engage customers within the next 5 years
https://bostonretailpartners.com/2015-crm-survey-report/
33
Gamification
Psychology
34
Gamification Psychology
Gamification uses 75% psychology and 25%
Technology
35
Gamification Psychology
The Flow Theory
36
Gamification Psychology
Self-
Determinatio
n Theory
Competen
ce
Relatednes
s
Autonomy
Self Determination
Theory
37
Level 3 Completed
75%
38
Level 4
?
1 Gamification
2 Why Gamification
Lets Gamify
3 How is it used?
39
Let’s Gamify
40
Level 4 Completed
Gamification
?
100%
41
Summary
?
1 Gamification
2 Why Gamification
Lets Gamify
3 How is it used?
42
• https://linkedin.com/in/ahmedhossam88
LinkedIn
• @ahmed_hossam88
Twitter
• https://www.facebook.com/ahossam88
Facebook
• https://www.facebook.com/groups/GamificationEgypt/
Facebook Group

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Gamification in education Workshop

Editor's Notes

  1. Nielsen - a leading global information and measurement company, provides insights & data about what people watch, listen to & buy. – 80% of the population use second or third screen while watching something like TV (( Distraction from the distraction ))
  2. 20% of the population checks the smart phone each 10 min of the day ( 100 checks )
  3. Teenagers want to drive less than the previous generations ( No FB or twitter or Instagram while driving )…instead of FB, we don’t drive a car instead.
  4. Reference Totally Awesome Training, Monica Cornetti