Presented at the 2nd Volunteer4Greece (http://volunteer4greece.gr) workshop for Non-Profit Organisations with subject: "Project Management Tools & Practices: Manage your Team Effectively".
The workshop, which took place on June 25th 2013 at ALBA Graduate Business School, was attended by 100 representatives of more than 50 organisations, including PRAKSIS, MEDITERRANEAN SOS Network, Fair Trade Hellas, Metavallon and Doctors of the World.
by Pietro Polsinelli - We will go through real world cases of applied application design and development - games for health and educational games. There is a common pattern in applied game design: the customer puts in enthusiastic but rough ideas, and the game designer’s work is to refine the provided concepts, come up with new ones and bind the concept with mechanics and loops that result in consistent game play. We will go through several applied game design process in order to give a how-to first guide and we'll give directions for other cases.
“The Future of Work Is Play” By Ross Smith- Serious Play Conference 2012SeriousGamesAssoc
Ross Smith Speaks about “The Future of Work Is Play” at the 2012 Serious Play Conference
ABSTRACT
Life in ancient Egypt, Greece, Rome and Colonial America included a natural integration of play and work. There were no scheduled work hours, time clocks, or hourly wages. For adults, work and play were combined in the greater quest for survival. The Industrial Revolution brought great advances in labor, transforming effort from human to machine. There was no time for play – playing at work was considered counterproductive. Play and recreation were now completely detached from work and labor. As a result, the Industrial Age bore witness to monumental advances in leisure as well – from the circus and YMCA to the first urban playground and the U.S. National Park Service. As the 21st century shift to knowledge and information work becomes more pervasive, a return to the integration of games and play as part of work is a logical progression. Shifts and advances in global, societal, technological, economic, and socio-political trends will shape the future of work. These changes will lead to an increased use of game mechanics in the workplace of the future. Over the last several years, the deployment of “productivity games” to improve business processes through the application of game elements have been gaining momentum. The use of crowdsourcing and productivity games as a business process have been on the rise. These lessons support the notion that games can – and will – be an important component of the workplace of the future.
The Future of Playing with the Past: New Opportunities in Interpreting Cultur...Ed Rodley
Keynote delivered in March 2018 in Reykjavik for the “Let’s Play With Heritage – Seminar & Think Tank on Gamification and Heritage”. It is part of the Connected Culture and Natural Heritage in a Northern Environment (CINE) project, an EU-funded collaborative digital heritage project between 9 partners and 10 associated partners from Norway, Iceland, Ireland, Northern Ireland and Scotland. CINE aims to transform people’s experiences of outdoor heritage sites through technology, building on the idea of “museums without walls”.
GAMESTORMING WIKIPEDIA: AN EXPERIMENT IN PLAYFUL ONBOARDING
This is the story of how we built a game to learn how to edit Wikipedia in under an hour with the attitude that if it's not fun people won't play it and if it doesn't leverage intrinsic motivations it won't work.
Are play and work opposites? In this invited keynote at the Control Systems 2016 conference in Stockholm, I argue that we hold three common misconceptions about work, play, and motivation that have us misjudge how work may be made more playful.
John Krajewski - Building Social Landscapes: Using and Redefining Social Stru...SeriousGamesAssoc
Presenter: John Krajewski, President, Strange Loop Games
As the pool of game players grows larger worldwide, the potential for social connection among them grows exponentially. This talk explores the social structures that can be created and populated in virtual worlds and the tremendous opportunities for social good they present.
"Understanding Gameful Design" @ Vértice "Bienal de animación, Interactividad...Elizabeth Lawley
Keynote presentation on gameful design presented 13 March 2014 at the Vértice "Bienal de animación, Interactividad y Diseño" conference held at the University of San Francisco in Quito, Ecuador.
This presentation introduces the SAGA (Story and Game Academy) project. A program designed to enrich students' experiences through the exploration of games and the storytelling in games.
Paideia as Paidia: From Game-Based Learning to a Life Well-PlayedSebastian Deterding
»Gamification« has sparked the imagination of many for the potential of games in education, but turned away an equal amount within the games and learning community with its disregard for the complexities of design and human motivation.
However, this talk suggests that there is a deeper reason for the negative reaction in the games and learning community: namely, that gamification really provides a distorted mirror that throws into stark relief issues in today's game-based learning at large. Conversely, that best way to advance games for learning today is to look deep into this mirror. Doing so reveals a triple agenda for the field: to expand from deploying games as interventions in systems to the gameful restructuring of systems, and from designing games to the playful reframing of situations; and to shift from the instrumentalization of play and learning to paideia as paidia.
A discussion of gamification concepts, and our implementation of Just Press Play at RIT. Toggle to speaker notes (instead of comments) for annotations and relevant links.
Gamification is an important movement in business management, but also in higher education. Projects like the GradeCraft LMS, funded at $1.8 million dollars at U of M, demonstrate that designing student experience in learning is a top priority for major educational institutions. Considering enrollment limitations and changes in population profiles, motivating students into program completion and into high employability STEM programs may provide a competitive edge for academic organizations. Before switching to a fully gamified LMS, faculty, designers, and administrators should consider the capacity in Blackboard Learn to support gameful pedagogy. Gamification has the potential to motivate both the students and the faculty, especially in introductory courses.
Gamification: Μπορεί η ομαδική εργασία να μετατραπεί σε διασκεδαστική διαδικα...FollowSunday
Η παρουσίαση έγινε στο δεύτερο workshop εκπαίδευσης μη κερδοσκοπικών οργανισμών του Volunteer4Greece (http://volunteer4greece.gr) με θέμα "Πρακτικές & Εργαλεία Project Management: Διαχειριστείτε αποτελεσματικά την ομάδα σας!".
Το workshop, που έγινε στις 25 Ιουνίου 2013 στο ALBA Graduate Business School, παρακολούθησαν περίπου 100 συμμετέχοντες προερχόμενοι από παραπάνω από 50 οργανισμούς, όπως οι Μεσόγειος SOS, Σώμα Ελλήνων Προσκόπων, PRAKSIS, Fair Trade Hellas, Ελληνικό Παιδικό Μουσείο, Μεταβάλλον, Γιατροί του Κόσμου και πολλοί άλλοι.
by Pietro Polsinelli - We will go through real world cases of applied application design and development - games for health and educational games. There is a common pattern in applied game design: the customer puts in enthusiastic but rough ideas, and the game designer’s work is to refine the provided concepts, come up with new ones and bind the concept with mechanics and loops that result in consistent game play. We will go through several applied game design process in order to give a how-to first guide and we'll give directions for other cases.
“The Future of Work Is Play” By Ross Smith- Serious Play Conference 2012SeriousGamesAssoc
Ross Smith Speaks about “The Future of Work Is Play” at the 2012 Serious Play Conference
ABSTRACT
Life in ancient Egypt, Greece, Rome and Colonial America included a natural integration of play and work. There were no scheduled work hours, time clocks, or hourly wages. For adults, work and play were combined in the greater quest for survival. The Industrial Revolution brought great advances in labor, transforming effort from human to machine. There was no time for play – playing at work was considered counterproductive. Play and recreation were now completely detached from work and labor. As a result, the Industrial Age bore witness to monumental advances in leisure as well – from the circus and YMCA to the first urban playground and the U.S. National Park Service. As the 21st century shift to knowledge and information work becomes more pervasive, a return to the integration of games and play as part of work is a logical progression. Shifts and advances in global, societal, technological, economic, and socio-political trends will shape the future of work. These changes will lead to an increased use of game mechanics in the workplace of the future. Over the last several years, the deployment of “productivity games” to improve business processes through the application of game elements have been gaining momentum. The use of crowdsourcing and productivity games as a business process have been on the rise. These lessons support the notion that games can – and will – be an important component of the workplace of the future.
The Future of Playing with the Past: New Opportunities in Interpreting Cultur...Ed Rodley
Keynote delivered in March 2018 in Reykjavik for the “Let’s Play With Heritage – Seminar & Think Tank on Gamification and Heritage”. It is part of the Connected Culture and Natural Heritage in a Northern Environment (CINE) project, an EU-funded collaborative digital heritage project between 9 partners and 10 associated partners from Norway, Iceland, Ireland, Northern Ireland and Scotland. CINE aims to transform people’s experiences of outdoor heritage sites through technology, building on the idea of “museums without walls”.
GAMESTORMING WIKIPEDIA: AN EXPERIMENT IN PLAYFUL ONBOARDING
This is the story of how we built a game to learn how to edit Wikipedia in under an hour with the attitude that if it's not fun people won't play it and if it doesn't leverage intrinsic motivations it won't work.
Are play and work opposites? In this invited keynote at the Control Systems 2016 conference in Stockholm, I argue that we hold three common misconceptions about work, play, and motivation that have us misjudge how work may be made more playful.
John Krajewski - Building Social Landscapes: Using and Redefining Social Stru...SeriousGamesAssoc
Presenter: John Krajewski, President, Strange Loop Games
As the pool of game players grows larger worldwide, the potential for social connection among them grows exponentially. This talk explores the social structures that can be created and populated in virtual worlds and the tremendous opportunities for social good they present.
"Understanding Gameful Design" @ Vértice "Bienal de animación, Interactividad...Elizabeth Lawley
Keynote presentation on gameful design presented 13 March 2014 at the Vértice "Bienal de animación, Interactividad y Diseño" conference held at the University of San Francisco in Quito, Ecuador.
This presentation introduces the SAGA (Story and Game Academy) project. A program designed to enrich students' experiences through the exploration of games and the storytelling in games.
Paideia as Paidia: From Game-Based Learning to a Life Well-PlayedSebastian Deterding
»Gamification« has sparked the imagination of many for the potential of games in education, but turned away an equal amount within the games and learning community with its disregard for the complexities of design and human motivation.
However, this talk suggests that there is a deeper reason for the negative reaction in the games and learning community: namely, that gamification really provides a distorted mirror that throws into stark relief issues in today's game-based learning at large. Conversely, that best way to advance games for learning today is to look deep into this mirror. Doing so reveals a triple agenda for the field: to expand from deploying games as interventions in systems to the gameful restructuring of systems, and from designing games to the playful reframing of situations; and to shift from the instrumentalization of play and learning to paideia as paidia.
A discussion of gamification concepts, and our implementation of Just Press Play at RIT. Toggle to speaker notes (instead of comments) for annotations and relevant links.
Gamification is an important movement in business management, but also in higher education. Projects like the GradeCraft LMS, funded at $1.8 million dollars at U of M, demonstrate that designing student experience in learning is a top priority for major educational institutions. Considering enrollment limitations and changes in population profiles, motivating students into program completion and into high employability STEM programs may provide a competitive edge for academic organizations. Before switching to a fully gamified LMS, faculty, designers, and administrators should consider the capacity in Blackboard Learn to support gameful pedagogy. Gamification has the potential to motivate both the students and the faculty, especially in introductory courses.
Gamification: Μπορεί η ομαδική εργασία να μετατραπεί σε διασκεδαστική διαδικα...FollowSunday
Η παρουσίαση έγινε στο δεύτερο workshop εκπαίδευσης μη κερδοσκοπικών οργανισμών του Volunteer4Greece (http://volunteer4greece.gr) με θέμα "Πρακτικές & Εργαλεία Project Management: Διαχειριστείτε αποτελεσματικά την ομάδα σας!".
Το workshop, που έγινε στις 25 Ιουνίου 2013 στο ALBA Graduate Business School, παρακολούθησαν περίπου 100 συμμετέχοντες προερχόμενοι από παραπάνω από 50 οργανισμούς, όπως οι Μεσόγειος SOS, Σώμα Ελλήνων Προσκόπων, PRAKSIS, Fair Trade Hellas, Ελληνικό Παιδικό Μουσείο, Μεταβάλλον, Γιατροί του Κόσμου και πολλοί άλλοι.
2011’s HOT BUTTON TOPIC: ENGAGEMENT THROUGH GAMIFICATION.Merging Media
2011’s HOT BUTTON TOPIC: ENGAGEMENT THROUGH GAMIFICATION.
Speaker: Scott Dodson, COO, Bobber Interactive.
In just a year, Gamification has become the hottest and most engaging media strategy of the day, but are we just diving in and getting the most of Gamification or missing the mark? Can games change the way we engage film/TV audiences? US Gamification expert Scott Dodson shares some interesting insights into this new trend and provides some existing examples of good play!
Oplæg fra Netværksdagen "Game On" d. 13.9.11
SÆT DIT BIBLIOTEK PÅ SPIL
Simon Egenfeldt-Nielsen, PhD og Direktør for Serious Games Interactive. Simon Egenfeldt-Nielsen har i mange år beskæftige sig med computerspils læringspotentiel og mulighederne i game-baseret læring.
Hvordan kan vi, som biblioteker, gør brug af principperne i Gamification og få mere ”spil” i vores og brugernes hverdag?
Gamification:the new key to success.How gamification is applied in education.Dorina.Izbisciuc
"Gamification-the new key to success" is a presentation about the application of gaming concepts in our social life,in business,in education and at work.In the decade of games,we explain the basic games dynamics,games mechanics and their crucial importance in order to become a great player in reality.We have to start doing the real world more like a game,so we started by explaining the gamification process in education, emphasizing the huge success of The Khan Academy and of the math teacher Ananth Pai.
In this information booklet you find details about educational tools:
gamification,
upcycling,
educational board games,
tools for competences,
creative methods,
beautiful ideas to practice,
from the bin to the exhibition.
Learning to Make Your Own Reality - IGDA Education Keynote 2009Jane McGonigal
What new kinds of games will we play in the future, and what key knowledge and skills will game developers need to invent them? Futurist and game designer Jane McGonigal argues that over the next decade, games will become a powerful interface for managing our real work, organizing society, and optimizing our real lives. Increasingly, she predicts, game developers will be charged with the task of making people happier, smarter, friendlier, greener, and healthier -- and hundreds of millions of new gamers will be playing together at home, at school, at work, and everywhere in between. The result? Game design and development expertise will become a sought-after talent in virtually every industry and field, from Fortune 500 companies to top government agencies. Indeed, the future is brighter for game developers than ever before. But making games that aim to improve our quality of life and to re-invent society as we know it will require a new set of design skills and content expertise beyond what we traditionally teach in game programs. In this keynote, you'll find out the top five design competencies (such as 'technology foresight' and the ability to generate and measure 'participation bandwidth') and the five most important subject areas (such as positive psychology and mass collaboration) for this new class of reality-changing game developers.
The key takeaway of this talk: We can live in any world we want but only if we teach the next generation of game developers what they need to know in order to imagine and make new and better realities.
What is the most effective way to create a motivating shared vision, and put legs to it? This webinar is for people who want to build productive and unified teams, without having to pull rank, nag, gang up against, or bribe anyone.
Judith will offer an overview of concepts along with several specific tools you can immediately use to promote dialogue and engagement among groups of stakeholders, such as staff, clients and volunteers.
This webinar will empower you to empower the groups you work with.
A presentation I made at the Council of Europe the 15/03/2012 about the Youth of Europe that is making a difference. Some answers to:
Who are they?
What they do?
How they do it?
Gamifiying information systems: How to motivate users with game elementsLuis de-Marcos Ortega
Gamification is the use of game elements in non-game contexts to foster participation and motivate action. This lecture presents the philosophical and learning basis for including game elements in information systems. Game elements, examples of gamification and its variations are then presented. The process to gamify applications is introduced emphasizing on the underlying psychological theories. The lecture concludes with criticism to gamification.
This presentation gives and overview of the concept of Gamification, with its pro and cons, and includes some examples of Gamified systems. Finally it introduces the concept of Blended Leaning in which Gamified resources can play a major role.
A guest presentation given to students at the University of Cape Town introducing games and learning, serious games, and how these relate to the South African context.
Social Media have given us the opportunity to share things we love with our friends, connect with people wherever they are in the world, follow our favourite brands, get informed, participate in communities, and so many other great possibilities!
On the other hand, there are concerns about safety and privacy on social networks.
The truth is that all things have pros and cons. It is up to us to use them wisely. So, here's a few tips on how to control your security and privacy on Facebook.
«Στρατηγική επικοινωνία ΜΚΟ: Social Media και βέλτιστες πρακτικές»FollowSunday
«Στρατηγική επικοινωνία ΜΚΟ: Social Media και βέλτιστες πρακτικές»: Tips και καλές πρακτικές για τη βέλτιση χρήση των social media (Facebook και Twitter) στην επικοινωνία των μη-κηβερνητικών, μη-κερδοσκοπικών οργανώσεων.
This is a selection of Facebook and Twitter posts intending to inspire students of my “Social Media Content Strategy” lecture.
I hope you get inspired, too!
Improving profitability for small businessBen Wann
In this comprehensive presentation, we will explore strategies and practical tips for enhancing profitability in small businesses. Tailored to meet the unique challenges faced by small enterprises, this session covers various aspects that directly impact the bottom line. Attendees will learn how to optimize operational efficiency, manage expenses, and increase revenue through innovative marketing and customer engagement techniques.
Cracking the Workplace Discipline Code Main.pptxWorkforce Group
Cultivating and maintaining discipline within teams is a critical differentiator for successful organisations.
Forward-thinking leaders and business managers understand the impact that discipline has on organisational success. A disciplined workforce operates with clarity, focus, and a shared understanding of expectations, ultimately driving better results, optimising productivity, and facilitating seamless collaboration.
Although discipline is not a one-size-fits-all approach, it can help create a work environment that encourages personal growth and accountability rather than solely relying on punitive measures.
In this deck, you will learn the significance of workplace discipline for organisational success. You’ll also learn
• Four (4) workplace discipline methods you should consider
• The best and most practical approach to implementing workplace discipline.
• Three (3) key tips to maintain a disciplined workplace.
Business Valuation Principles for EntrepreneursBen Wann
This insightful presentation is designed to equip entrepreneurs with the essential knowledge and tools needed to accurately value their businesses. Understanding business valuation is crucial for making informed decisions, whether you're seeking investment, planning to sell, or simply want to gauge your company's worth.
Premium MEAN Stack Development Solutions for Modern BusinessesSynapseIndia
Stay ahead of the curve with our premium MEAN Stack Development Solutions. Our expert developers utilize MongoDB, Express.js, AngularJS, and Node.js to create modern and responsive web applications. Trust us for cutting-edge solutions that drive your business growth and success.
Know more: https://www.synapseindia.com/technology/mean-stack-development-company.html
Attending a job Interview for B1 and B2 Englsih learnersErika906060
It is a sample of an interview for a business english class for pre-intermediate and intermediate english students with emphasis on the speking ability.
RMD24 | Retail media: hoe zet je dit in als je geen AH of Unilever bent? Heid...BBPMedia1
Grote partijen zijn al een tijdje onderweg met retail media. Ondertussen worden in dit domein ook de kansen zichtbaar voor andere spelers in de markt. Maar met die kansen ontstaan ook vragen: Zelf retail media worden of erop adverteren? In welke fase van de funnel past het en hoe integreer je het in een mediaplan? Wat is nu precies het verschil met marketplaces en Programmatic ads? In dit half uur beslechten we de dilemma's en krijg je antwoorden op wanneer het voor jou tijd is om de volgende stap te zetten.
Buy Verified PayPal Account | Buy Google 5 Star Reviewsusawebmarket
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USA WEB MARKET is the Best Verified PayPal, Payoneer, Cash App, Skrill, Neteller, Stripe Account and SEO, SMM Service provider.100%Satisfection granted.100% replacement Granted.
Memorandum Of Association Constitution of Company.pptseri bangash
www.seribangash.com
A Memorandum of Association (MOA) is a legal document that outlines the fundamental principles and objectives upon which a company operates. It serves as the company's charter or constitution and defines the scope of its activities. Here's a detailed note on the MOA:
Contents of Memorandum of Association:
Name Clause: This clause states the name of the company, which should end with words like "Limited" or "Ltd." for a public limited company and "Private Limited" or "Pvt. Ltd." for a private limited company.
https://seribangash.com/article-of-association-is-legal-doc-of-company/
Registered Office Clause: It specifies the location where the company's registered office is situated. This office is where all official communications and notices are sent.
Objective Clause: This clause delineates the main objectives for which the company is formed. It's important to define these objectives clearly, as the company cannot undertake activities beyond those mentioned in this clause.
www.seribangash.com
Liability Clause: It outlines the extent of liability of the company's members. In the case of companies limited by shares, the liability of members is limited to the amount unpaid on their shares. For companies limited by guarantee, members' liability is limited to the amount they undertake to contribute if the company is wound up.
https://seribangash.com/promotors-is-person-conceived-formation-company/
Capital Clause: This clause specifies the authorized capital of the company, i.e., the maximum amount of share capital the company is authorized to issue. It also mentions the division of this capital into shares and their respective nominal value.
Association Clause: It simply states that the subscribers wish to form a company and agree to become members of it, in accordance with the terms of the MOA.
Importance of Memorandum of Association:
Legal Requirement: The MOA is a legal requirement for the formation of a company. It must be filed with the Registrar of Companies during the incorporation process.
Constitutional Document: It serves as the company's constitutional document, defining its scope, powers, and limitations.
Protection of Members: It protects the interests of the company's members by clearly defining the objectives and limiting their liability.
External Communication: It provides clarity to external parties, such as investors, creditors, and regulatory authorities, regarding the company's objectives and powers.
https://seribangash.com/difference-public-and-private-company-law/
Binding Authority: The company and its members are bound by the provisions of the MOA. Any action taken beyond its scope may be considered ultra vires (beyond the powers) of the company and therefore void.
Amendment of MOA:
While the MOA lays down the company's fundamental principles, it is not entirely immutable. It can be amended, but only under specific circumstances and in compliance with legal procedures. Amendments typically require shareholder
[Note: This is a partial preview. To download this presentation, visit:
https://www.oeconsulting.com.sg/training-presentations]
Sustainability has become an increasingly critical topic as the world recognizes the need to protect our planet and its resources for future generations. Sustainability means meeting our current needs without compromising the ability of future generations to meet theirs. It involves long-term planning and consideration of the consequences of our actions. The goal is to create strategies that ensure the long-term viability of People, Planet, and Profit.
Leading companies such as Nike, Toyota, and Siemens are prioritizing sustainable innovation in their business models, setting an example for others to follow. In this Sustainability training presentation, you will learn key concepts, principles, and practices of sustainability applicable across industries. This training aims to create awareness and educate employees, senior executives, consultants, and other key stakeholders, including investors, policymakers, and supply chain partners, on the importance and implementation of sustainability.
LEARNING OBJECTIVES
1. Develop a comprehensive understanding of the fundamental principles and concepts that form the foundation of sustainability within corporate environments.
2. Explore the sustainability implementation model, focusing on effective measures and reporting strategies to track and communicate sustainability efforts.
3. Identify and define best practices and critical success factors essential for achieving sustainability goals within organizations.
CONTENTS
1. Introduction and Key Concepts of Sustainability
2. Principles and Practices of Sustainability
3. Measures and Reporting in Sustainability
4. Sustainability Implementation & Best Practices
To download the complete presentation, visit: https://www.oeconsulting.com.sg/training-presentations
3.0 Project 2_ Developing My Brand Identity Kit.pptxtanyjahb
A personal brand exploration presentation summarizes an individual's unique qualities and goals, covering strengths, values, passions, and target audience. It helps individuals understand what makes them stand out, their desired image, and how they aim to achieve it.
"𝑩𝑬𝑮𝑼𝑵 𝑾𝑰𝑻𝑯 𝑻𝑱 𝑰𝑺 𝑯𝑨𝑳𝑭 𝑫𝑶𝑵𝑬"
𝐓𝐉 𝐂𝐨𝐦𝐬 (𝐓𝐉 𝐂𝐨𝐦𝐦𝐮𝐧𝐢𝐜𝐚𝐭𝐢𝐨𝐧𝐬) is a professional event agency that includes experts in the event-organizing market in Vietnam, Korea, and ASEAN countries. We provide unlimited types of events from Music concerts, Fan meetings, and Culture festivals to Corporate events, Internal company events, Golf tournaments, MICE events, and Exhibitions.
𝐓𝐉 𝐂𝐨𝐦𝐬 provides unlimited package services including such as Event organizing, Event planning, Event production, Manpower, PR marketing, Design 2D/3D, VIP protocols, Interpreter agency, etc.
Sports events - Golf competitions/billiards competitions/company sports events: dynamic and challenging
⭐ 𝐅𝐞𝐚𝐭𝐮𝐫𝐞𝐝 𝐩𝐫𝐨𝐣𝐞𝐜𝐭𝐬:
➢ 2024 BAEKHYUN [Lonsdaleite] IN HO CHI MINH
➢ SUPER JUNIOR-L.S.S. THE SHOW : Th3ee Guys in HO CHI MINH
➢FreenBecky 1st Fan Meeting in Vietnam
➢CHILDREN ART EXHIBITION 2024: BEYOND BARRIERS
➢ WOW K-Music Festival 2023
➢ Winner [CROSS] Tour in HCM
➢ Super Show 9 in HCM with Super Junior
➢ HCMC - Gyeongsangbuk-do Culture and Tourism Festival
➢ Korean Vietnam Partnership - Fair with LG
➢ Korean President visits Samsung Electronics R&D Center
➢ Vietnam Food Expo with Lotte Wellfood
"𝐄𝐯𝐞𝐫𝐲 𝐞𝐯𝐞𝐧𝐭 𝐢𝐬 𝐚 𝐬𝐭𝐨𝐫𝐲, 𝐚 𝐬𝐩𝐞𝐜𝐢𝐚𝐥 𝐣𝐨𝐮𝐫𝐧𝐞𝐲. 𝐖𝐞 𝐚𝐥𝐰𝐚𝐲𝐬 𝐛𝐞𝐥𝐢𝐞𝐯𝐞 𝐭𝐡𝐚𝐭 𝐬𝐡𝐨𝐫𝐭𝐥𝐲 𝐲𝐨𝐮 𝐰𝐢𝐥𝐥 𝐛𝐞 𝐚 𝐩𝐚𝐫𝐭 𝐨𝐟 𝐨𝐮𝐫 𝐬𝐭𝐨𝐫𝐢𝐞𝐬."
Personal Brand Statement:
As an Army veteran dedicated to lifelong learning, I bring a disciplined, strategic mindset to my pursuits. I am constantly expanding my knowledge to innovate and lead effectively. My journey is driven by a commitment to excellence, and to make a meaningful impact in the world.
RMD24 | Debunking the non-endemic revenue myth Marvin Vacquier Droop | First ...BBPMedia1
Marvin neemt je in deze presentatie mee in de voordelen van non-endemic advertising op retail media netwerken. Hij brengt ook de uitdagingen in beeld die de markt op dit moment heeft op het gebied van retail media voor niet-leveranciers.
Retail media wordt gezien als het nieuwe advertising-medium en ook mediabureaus richten massaal retail media-afdelingen op. Merken die niet in de betreffende winkel liggen staan ook nog niet in de rij om op de retail media netwerken te adverteren. Marvin belicht de uitdagingen die er zijn om echt aansluiting te vinden op die markt van non-endemic advertising.
2. "Play is older than culture, for culture,
however inadequately defined, always
presupposes human society, and
animals have not waited for man to teach
them their playing."
Johan Huizinga, Homo Ludens
3. Gamification = the use of game thinking and
game mechanics in a non-game context to
engage users and solve problems.
http://en.wikipedia.org/wiki/Gamification
4. Gamification techniques strive to leverage
people's natural desires for competition,
achievement, status, self-expression, altruism,
and closure.
http://en.wikipedia.org/wiki/Gamification
5. "Some of the ingredients of games are
absolutely psychologically primitive. We
know the brain responds to gains and
losses, whether it’s real dollars or
virtual gold pieces. There’s something
fundamental about recognition, seeing
yourself compared to other people."
Byron Reeves,
Professor of communication at Stanford University
7. “Bringing games, play, and fun into the
workplace keeps people happy and they
stick around. When they stick around,
they get better at their jobs, the return on
training is amortized over longer periods,
relationships and trust improve, and there’
s laughter and an optimistic energy in the
hallways.”
Ross Smith, Director of Test at Microsoft
8. Challenges / Missions / Objectives
Narration
Reward
Competition
Trust
Basic Game Elements
10. Case study 1
Πηγή: How Gaming Transforms the Workplace | Ross SMITH
The use of games at work goes back a long time. A
few thousand years ago, workers at the building of
the Great Pyramid of Giza formed teams which
competed each other.
14. Set clear objectives
- Discuss them with your volunteers
- Make sure they are achievable
- Agree on how to assess each objective
15. Choose carefully the prizes to:
- Be attractive to everyone
- Be fair
- Reward teamwork, in addition to individual
work
- Promote the ultimate objective, which is the
completion of the project
16. Divide a project into objectives / tasks of
short duration
Achieving short term goals revives morale, while
large long-term goals can be tiring and frustrating.