As the title says, my "Standard" gamification presentation that I have been using as my base deck during 2017 - also called Gamification in a Nutshell :)
Learner vs Player: The secret to improving user engagement with gamificationLitmos Heroes
Gamification continues to prove its value in many training environments, but what’s the secret? Join Dr. Richard Hyde, E-Learning Consultant at Mind Click, in this exclusive webinar to discover what it takes to increase user engagement and effectively leverage gamification in your organisation to truly capture the hearts and minds of your learners… or your players. This webinar covers:
Why gamification is pivotal to increase user engagement
The important distinctions between The Learner and The Player
What it takes to deliver a successful learning game without compromising on the content
The key mechanics of gamification
Learning game examples delivered for the likes of Tesco and others
Gamification: a silver bullet for e-learning?Litmos Heroes
We’re all familiar with the gamification trend, with many already delivering learning games in their organisations. However, many are losing sight of why gamification became popular in the first place: to improve learning outcomes. Many are seeing gamification as the silver bullet of e-learning, but are leaving critical instructional design theories behind in the process. Join Dr. Richard Hyde, CEO at Mind Click, as he discusses:
How to deliver gamification successfully, without compromising on the learning
Appropriate and applicable training contexts for gamification
Trends and myths of gamification, where it’s headed
What good instructional design looks like in learning games
Examples of where gamification has provided real impact to organisations, when done well
As the title says, my "Standard" gamification presentation that I have been using as my base deck during 2017 - also called Gamification in a Nutshell :)
Learner vs Player: The secret to improving user engagement with gamificationLitmos Heroes
Gamification continues to prove its value in many training environments, but what’s the secret? Join Dr. Richard Hyde, E-Learning Consultant at Mind Click, in this exclusive webinar to discover what it takes to increase user engagement and effectively leverage gamification in your organisation to truly capture the hearts and minds of your learners… or your players. This webinar covers:
Why gamification is pivotal to increase user engagement
The important distinctions between The Learner and The Player
What it takes to deliver a successful learning game without compromising on the content
The key mechanics of gamification
Learning game examples delivered for the likes of Tesco and others
Gamification: a silver bullet for e-learning?Litmos Heroes
We’re all familiar with the gamification trend, with many already delivering learning games in their organisations. However, many are losing sight of why gamification became popular in the first place: to improve learning outcomes. Many are seeing gamification as the silver bullet of e-learning, but are leaving critical instructional design theories behind in the process. Join Dr. Richard Hyde, CEO at Mind Click, as he discusses:
How to deliver gamification successfully, without compromising on the learning
Appropriate and applicable training contexts for gamification
Trends and myths of gamification, where it’s headed
What good instructional design looks like in learning games
Examples of where gamification has provided real impact to organisations, when done well
Innovation Pioneers Tank Meeting 22 May 2013: GamificationRené Heunen
Materials used at the Innovation Pioneers Tank Meeting at CGI in Stockholm on 22 May 2013, on the subject of gamification. Includes references and links to additional resources by subject authorities.
The future of compliance training; how to make it relevant, engaging and acce...Litmos Heroes
We know our learners want and expect more on-demand learning experiences that are multi-device and engaging. But when it comes to compliance training, we seem to be reluctant to abandon the constraints of the next button.
But if we want to deliver mandatory training that ensures our legal requirements as a business and delivers impact and results, it needs to embrace technology and the changes in the L&D industry.
Take a look at these slides and discover:
How to navigate the complex organisational training landscape and deliver fantastic compliance training
Ways to effectively use action plans to close knowledge gaps and ensure compliance
What the future of compliance training holds for a multi-generational workforce
Real examples of modern compliance utilising gamification, personalisation and blended experiences
With the predicted skills gap looming and up to four different generations of learner in your organisation, it’s time to give compliance training the time it deserves to drive change in your business.
Digital Marketing trends 2013 - FACCI presentation @ Maddocks MelbourneIn Marketing We Trust
Presentation made for the French Australian Chamber of Commerce and Industry (FACCI) of Melbourne.
Discussion held around the legal framework and the future of Digital Marketing
Enterprise Gamification – Exploiting People by Letting Them Have Fun [PARC Fo...PARC, a Xerox company
PARC Forum Presents: Using game mechanics and game design techniques in non-game contexts like business applications have shown significant increases in user engagement, and increased the ROI and other metrics. In this talk we will learn what business can learn from Angry Birds. We will shatter stereotypes about games, show what gamified applications you already use, give you some facts and figures on the impact of gamification on results, and highlight examples in the corporate world.
Mario Herger is a Senior Innovation Strategist at SAP Labs in Palo Alto, California and Global Head of the Gamification Initiative at SAP. He has worked in the past as developer, development manager, architect, product manager and other roles on a series of new SAP products. He has been driving communities for more than 15 years, including innovative topics at SAP, like Visual Composer, Business Process Experts, mobile and gamification.
In his work as head of the Gamification Initiative at SAP he has encountered and supported gamification efforts in the enterprise from multiple levels and departments, like Sustainability, On Demand, Mobile, HR, Training & Education, Banking etc. He has driven the awareness around gamification inside and outside SAP by organizing and leading innovation events around this topic, holding full day gamification workshops, working with gamification platform- & service-providers and game studios, consulting and advising organizations, and by incorporating gamification into SAP's strategy.
He has a Ph.D. in Chemical Engineering from the Vienna University of Technology and an undergraduate degree in International Business Management from the Vienna University of Economy.
He recently played through all levels of the iPad game Air Attack and currently works with his five year old son on reaching the final level of Angry Birds in Space.
This lecture introduces “Gamification” and its relevance to the PMI Thailand Chapter Project management community. Gamification is “applying game mechanics and game design techniques to engage and motivate people to achieve their goals”. The Gamification market is a growing market, forecasted to reach up to 5.5 US$ Billions in 2018. The presentation also highlights basic concepts of Gamification, some examples and practical applications, as well as introduces major players in the market. Here is a futuristic short video of what gamification could bring in the coming years.
The session focuses on what is available today, how it applies in a business context, and also presents related topics such as “Serious Games and Business Simulation".
Presentation done for the PMI Bangkok Chapter on 18 FEB 2015.
This lecture introduces “Gamification” and its relevance to the project management community. Gamification is “applying game mechanics and game design techniques to engage and motivate people to achieve their goals”. The Gamification market is a growing market, forecasted to reach up to 5.5 US$ Billions in 2018. The presentation also highlights basic concepts of Gamification, some examples and practical applications, as well as introduces major players in the market. Here is a futuristic short video of what gamification could bring in the coming years.
The session focuses on what is available today, how it applies in a business context, and also presents related topics such as “Serious Games and Business Simulation“.
Gamification: Engaging and Motivating Your UsersVorkspace
Checkout Igniters Meetup at: http://www.meetup.com/Igniter/
Subscribe at: http://ignitersv.com
Gamification – the use of game-like elements in non-game contexts – goes beyond traditional user experience design. Instead of aiming to make the job at hand easy and simple, gamification looks at what interests and motivates the player. Asking whether its fun and motivating for the player creates a gameful experience where players are more engaged and happier. This benefits the players, the company and the customers. In this talk we will learn through many examples of how gamification can be applied for your applications and websites.
About the Speaker:
Mario Herger is CEO, founder and partner of Enterprise Gamification Consultancy LLC, a strategic consulting group focused on gamification, innovation, social business, and intrapreneurship in the enterprise. In the past Mario worked as Senior Innovation Strategist at SAP Labs in Palo Alto, California and was the Global Head of the Gamification Initiative at SAP for 15 years. In 2013 he co-founded and lead the Innovation Center Europe Silicon Valley that connects European startups and companies with the Silicon Valley.
Mario regularly speaks at conferences on gamification and innovation and conduct workshops.
Top 10 Rated Gamification Talk Radio Episodes from 2017Monica Cornetti
Hosted my Monica Cornetti
www.SententiaGames.com
Gamification is motivational design…
the use of game elements and game mechanics in a non-game context.
Brought to you by Sententia Gamification, the ONLY organization to offer three levels of Gamification Certification for Human Resource and Talent Development professionals. Our gamification certifications can be recognized by HRCI, SHRM, and ATD for recertification credits.
Learn how to Level Up your corporate training, talent development, employee onboarding, productivity, or classroom with this cutting-edge strategy to motivate and engage employees, members, and students.
Put Gamification to work for you!
Learn more about certifications and Train the Trainer programs by contacting: BigHead@SententiaGames.com
Website: www.SententiaGames.com
Weekly Podcast: http://bit.ly/GamificationRadio
Gamification brings game experience to real world and in non-game contexts aiming at keeping people engaged, making them collaborate, driving their behaviors.
This report - part of the "Inspiring Route" project - analyses and understands the main themes related to Gamification through stories, examples, numbers, case studies.
How has evolved web application design in the last 15 years? From usability to engagement. How can we leverage behavior studies to create digital applications than click on users brain and make them came from more. How gamification is the latest trend on design based on behavior. How can we apply it to activities like health and government and even on your own presentation.
This deck was presented during Social Media Week 2011 in Buenos Aires, Argentina. By Dario Diament - Digital Marketing Manager - Alex Heuchert, Digital Creative Director and Pablo Di Meglio - Social Media Leader @ Latin3.com
Latin3 is one of the leading digital agencies in Latin America and the US Hispanic Market. Learn more about Latin3 at http://www.latin3.com
Next generation games based learning with virtual reality and 360 camera tech...David Wortley
This is a presentation covering Gamification, Storytelling and the role of 360 degree imaging technologies to develop gamified learning experiences and tools for debriefing.
Slides from Pete Jenkins' short workshop on HR Gamification held at Digital HR Conference in Belgrade, Serbia (June, 2016).
* Defining gamification
* Neuroscience
* Marczewski's Three Layers of Motivation
* Lazarro's 4 Keys 2 Fun
* Examples
* Jenkins' 6 C's of gamified marketing
Our independent university research is the first of its kind. We have codified over 200 enterprise gamification case studies to develop the world’s first enterprise gamification classification system. The objective of our research is to get to the core of the estimated 80% failure rate of gamification projects, and develop more ethical and effective design methodologies. These are some of our early findings:
Some slides of the MasterClass in Gamification 3.0 - 4+5 September 2019 - Wie...Epistema
I upload some of the best slides of the Gamification MasterClass 3.0 holded magistrally by trainer An Coppens - Chief Game Changer Guru - at Wien - hosted by GLCEurope
Unleashing Mobile Superheroes! Creating a Gamified Learning Strategy for the ...Gamification Europe
An exploration of how to incorporate gamification elements throughout workplace training schemes, the positive impacts it can have on learner engagement and how gamification can be implemented in a mobile app. Growth Engineering's project with L’Oréal and how both Juliette and her team realised that the future of gamification is mobile. Best practices that were created through the journey in the gamification world and helped them go from player to professional!
Big business expo 2015 - The Next Generation of SalesInsideSales.com
Ken Krogue presents The Next Generation of Sales as the Keynote for the Big Business Expo 2015. For the 10th year Ken Krogue shares research and best practices about selling in a high velocity business model at the largest annual conference in Utah Valley.
New this year is information on Inside Sales, predictive analytics, innovation, women in sales, and social Selling
Webinar-3: Unleash the power of gamification to harness an army of employee a...SOCXO
Gamification plays a pivotal role in employee engagement. Gartner highlights that gamification strategies for marketing and customer retention would become “as important as Facebook, eBay or Amazon.” Trust has become the most valuable currency in today's digital world but organizations run social campaigns without tapping their employees to endorse and amplify its messages across social channels.
Marketers use gamification techniques today to spur the adoption of employee advocacy programs. Everyone loves a good competition so injecting it to turbo-charge your employee advocates for driving more adoption.
Innovation Pioneers Tank Meeting 22 May 2013: GamificationRené Heunen
Materials used at the Innovation Pioneers Tank Meeting at CGI in Stockholm on 22 May 2013, on the subject of gamification. Includes references and links to additional resources by subject authorities.
The future of compliance training; how to make it relevant, engaging and acce...Litmos Heroes
We know our learners want and expect more on-demand learning experiences that are multi-device and engaging. But when it comes to compliance training, we seem to be reluctant to abandon the constraints of the next button.
But if we want to deliver mandatory training that ensures our legal requirements as a business and delivers impact and results, it needs to embrace technology and the changes in the L&D industry.
Take a look at these slides and discover:
How to navigate the complex organisational training landscape and deliver fantastic compliance training
Ways to effectively use action plans to close knowledge gaps and ensure compliance
What the future of compliance training holds for a multi-generational workforce
Real examples of modern compliance utilising gamification, personalisation and blended experiences
With the predicted skills gap looming and up to four different generations of learner in your organisation, it’s time to give compliance training the time it deserves to drive change in your business.
Digital Marketing trends 2013 - FACCI presentation @ Maddocks MelbourneIn Marketing We Trust
Presentation made for the French Australian Chamber of Commerce and Industry (FACCI) of Melbourne.
Discussion held around the legal framework and the future of Digital Marketing
Enterprise Gamification – Exploiting People by Letting Them Have Fun [PARC Fo...PARC, a Xerox company
PARC Forum Presents: Using game mechanics and game design techniques in non-game contexts like business applications have shown significant increases in user engagement, and increased the ROI and other metrics. In this talk we will learn what business can learn from Angry Birds. We will shatter stereotypes about games, show what gamified applications you already use, give you some facts and figures on the impact of gamification on results, and highlight examples in the corporate world.
Mario Herger is a Senior Innovation Strategist at SAP Labs in Palo Alto, California and Global Head of the Gamification Initiative at SAP. He has worked in the past as developer, development manager, architect, product manager and other roles on a series of new SAP products. He has been driving communities for more than 15 years, including innovative topics at SAP, like Visual Composer, Business Process Experts, mobile and gamification.
In his work as head of the Gamification Initiative at SAP he has encountered and supported gamification efforts in the enterprise from multiple levels and departments, like Sustainability, On Demand, Mobile, HR, Training & Education, Banking etc. He has driven the awareness around gamification inside and outside SAP by organizing and leading innovation events around this topic, holding full day gamification workshops, working with gamification platform- & service-providers and game studios, consulting and advising organizations, and by incorporating gamification into SAP's strategy.
He has a Ph.D. in Chemical Engineering from the Vienna University of Technology and an undergraduate degree in International Business Management from the Vienna University of Economy.
He recently played through all levels of the iPad game Air Attack and currently works with his five year old son on reaching the final level of Angry Birds in Space.
This lecture introduces “Gamification” and its relevance to the PMI Thailand Chapter Project management community. Gamification is “applying game mechanics and game design techniques to engage and motivate people to achieve their goals”. The Gamification market is a growing market, forecasted to reach up to 5.5 US$ Billions in 2018. The presentation also highlights basic concepts of Gamification, some examples and practical applications, as well as introduces major players in the market. Here is a futuristic short video of what gamification could bring in the coming years.
The session focuses on what is available today, how it applies in a business context, and also presents related topics such as “Serious Games and Business Simulation".
Presentation done for the PMI Bangkok Chapter on 18 FEB 2015.
This lecture introduces “Gamification” and its relevance to the project management community. Gamification is “applying game mechanics and game design techniques to engage and motivate people to achieve their goals”. The Gamification market is a growing market, forecasted to reach up to 5.5 US$ Billions in 2018. The presentation also highlights basic concepts of Gamification, some examples and practical applications, as well as introduces major players in the market. Here is a futuristic short video of what gamification could bring in the coming years.
The session focuses on what is available today, how it applies in a business context, and also presents related topics such as “Serious Games and Business Simulation“.
Gamification: Engaging and Motivating Your UsersVorkspace
Checkout Igniters Meetup at: http://www.meetup.com/Igniter/
Subscribe at: http://ignitersv.com
Gamification – the use of game-like elements in non-game contexts – goes beyond traditional user experience design. Instead of aiming to make the job at hand easy and simple, gamification looks at what interests and motivates the player. Asking whether its fun and motivating for the player creates a gameful experience where players are more engaged and happier. This benefits the players, the company and the customers. In this talk we will learn through many examples of how gamification can be applied for your applications and websites.
About the Speaker:
Mario Herger is CEO, founder and partner of Enterprise Gamification Consultancy LLC, a strategic consulting group focused on gamification, innovation, social business, and intrapreneurship in the enterprise. In the past Mario worked as Senior Innovation Strategist at SAP Labs in Palo Alto, California and was the Global Head of the Gamification Initiative at SAP for 15 years. In 2013 he co-founded and lead the Innovation Center Europe Silicon Valley that connects European startups and companies with the Silicon Valley.
Mario regularly speaks at conferences on gamification and innovation and conduct workshops.
Top 10 Rated Gamification Talk Radio Episodes from 2017Monica Cornetti
Hosted my Monica Cornetti
www.SententiaGames.com
Gamification is motivational design…
the use of game elements and game mechanics in a non-game context.
Brought to you by Sententia Gamification, the ONLY organization to offer three levels of Gamification Certification for Human Resource and Talent Development professionals. Our gamification certifications can be recognized by HRCI, SHRM, and ATD for recertification credits.
Learn how to Level Up your corporate training, talent development, employee onboarding, productivity, or classroom with this cutting-edge strategy to motivate and engage employees, members, and students.
Put Gamification to work for you!
Learn more about certifications and Train the Trainer programs by contacting: BigHead@SententiaGames.com
Website: www.SententiaGames.com
Weekly Podcast: http://bit.ly/GamificationRadio
Gamification brings game experience to real world and in non-game contexts aiming at keeping people engaged, making them collaborate, driving their behaviors.
This report - part of the "Inspiring Route" project - analyses and understands the main themes related to Gamification through stories, examples, numbers, case studies.
How has evolved web application design in the last 15 years? From usability to engagement. How can we leverage behavior studies to create digital applications than click on users brain and make them came from more. How gamification is the latest trend on design based on behavior. How can we apply it to activities like health and government and even on your own presentation.
This deck was presented during Social Media Week 2011 in Buenos Aires, Argentina. By Dario Diament - Digital Marketing Manager - Alex Heuchert, Digital Creative Director and Pablo Di Meglio - Social Media Leader @ Latin3.com
Latin3 is one of the leading digital agencies in Latin America and the US Hispanic Market. Learn more about Latin3 at http://www.latin3.com
Next generation games based learning with virtual reality and 360 camera tech...David Wortley
This is a presentation covering Gamification, Storytelling and the role of 360 degree imaging technologies to develop gamified learning experiences and tools for debriefing.
Slides from Pete Jenkins' short workshop on HR Gamification held at Digital HR Conference in Belgrade, Serbia (June, 2016).
* Defining gamification
* Neuroscience
* Marczewski's Three Layers of Motivation
* Lazarro's 4 Keys 2 Fun
* Examples
* Jenkins' 6 C's of gamified marketing
Our independent university research is the first of its kind. We have codified over 200 enterprise gamification case studies to develop the world’s first enterprise gamification classification system. The objective of our research is to get to the core of the estimated 80% failure rate of gamification projects, and develop more ethical and effective design methodologies. These are some of our early findings:
Some slides of the MasterClass in Gamification 3.0 - 4+5 September 2019 - Wie...Epistema
I upload some of the best slides of the Gamification MasterClass 3.0 holded magistrally by trainer An Coppens - Chief Game Changer Guru - at Wien - hosted by GLCEurope
Unleashing Mobile Superheroes! Creating a Gamified Learning Strategy for the ...Gamification Europe
An exploration of how to incorporate gamification elements throughout workplace training schemes, the positive impacts it can have on learner engagement and how gamification can be implemented in a mobile app. Growth Engineering's project with L’Oréal and how both Juliette and her team realised that the future of gamification is mobile. Best practices that were created through the journey in the gamification world and helped them go from player to professional!
Big business expo 2015 - The Next Generation of SalesInsideSales.com
Ken Krogue presents The Next Generation of Sales as the Keynote for the Big Business Expo 2015. For the 10th year Ken Krogue shares research and best practices about selling in a high velocity business model at the largest annual conference in Utah Valley.
New this year is information on Inside Sales, predictive analytics, innovation, women in sales, and social Selling
Webinar-3: Unleash the power of gamification to harness an army of employee a...SOCXO
Gamification plays a pivotal role in employee engagement. Gartner highlights that gamification strategies for marketing and customer retention would become “as important as Facebook, eBay or Amazon.” Trust has become the most valuable currency in today's digital world but organizations run social campaigns without tapping their employees to endorse and amplify its messages across social channels.
Marketers use gamification techniques today to spur the adoption of employee advocacy programs. Everyone loves a good competition so injecting it to turbo-charge your employee advocates for driving more adoption.
Gamification...should you gamify your business ??Divya Sangwan
Should you Gamify your business?
The new talk of the town is Gamification and how in the new future it will rule the Business world.
The Gartner Group has projected 50% of corporate innovation will be "Gamified" by 2015. Deloitte called Gamification one of the Top 10 Technology Trends for 2012.
Studies claim the use of game mechanics will become embedded in daily life by 2020.
It’s the process of applying game mechanics to activities that aren't games and is rapidly becoming a big business.
So what’s making Gamification so popular today? Let’s learn more about Gamification, why is it becoming increasingly popular and how it’s helping marketers across the world enhance marketing campaigns.
Similar to Gamification in education presentation (20)
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
How to Add Chatter in the odoo 17 ERP ModuleCeline George
In Odoo, the chatter is like a chat tool that helps you work together on records. You can leave notes and track things, making it easier to talk with your team and partners. Inside chatter, all communication history, activity, and changes will be displayed.
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
Thinking of getting a dog? Be aware that breeds like Pit Bulls, Rottweilers, and German Shepherds can be loyal and dangerous. Proper training and socialization are crucial to preventing aggressive behaviors. Ensure safety by understanding their needs and always supervising interactions. Stay safe, and enjoy your furry friends!
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
June 3, 2024 Anti-Semitism Letter Sent to MIT President Kornbluth and MIT Cor...Levi Shapiro
Letter from the Congress of the United States regarding Anti-Semitism sent June 3rd to MIT President Sally Kornbluth, MIT Corp Chair, Mark Gorenberg
Dear Dr. Kornbluth and Mr. Gorenberg,
The US House of Representatives is deeply concerned by ongoing and pervasive acts of antisemitic
harassment and intimidation at the Massachusetts Institute of Technology (MIT). Failing to act decisively to ensure a safe learning environment for all students would be a grave dereliction of your responsibilities as President of MIT and Chair of the MIT Corporation.
This Congress will not stand idly by and allow an environment hostile to Jewish students to persist. The House believes that your institution is in violation of Title VI of the Civil Rights Act, and the inability or
unwillingness to rectify this violation through action requires accountability.
Postsecondary education is a unique opportunity for students to learn and have their ideas and beliefs challenged. However, universities receiving hundreds of millions of federal funds annually have denied
students that opportunity and have been hijacked to become venues for the promotion of terrorism, antisemitic harassment and intimidation, unlawful encampments, and in some cases, assaults and riots.
The House of Representatives will not countenance the use of federal funds to indoctrinate students into hateful, antisemitic, anti-American supporters of terrorism. Investigations into campus antisemitism by the Committee on Education and the Workforce and the Committee on Ways and Means have been expanded into a Congress-wide probe across all relevant jurisdictions to address this national crisis. The undersigned Committees will conduct oversight into the use of federal funds at MIT and its learning environment under authorities granted to each Committee.
• The Committee on Education and the Workforce has been investigating your institution since December 7, 2023. The Committee has broad jurisdiction over postsecondary education, including its compliance with Title VI of the Civil Rights Act, campus safety concerns over disruptions to the learning environment, and the awarding of federal student aid under the Higher Education Act.
• The Committee on Oversight and Accountability is investigating the sources of funding and other support flowing to groups espousing pro-Hamas propaganda and engaged in antisemitic harassment and intimidation of students. The Committee on Oversight and Accountability is the principal oversight committee of the US House of Representatives and has broad authority to investigate “any matter” at “any time” under House Rule X.
• The Committee on Ways and Means has been investigating several universities since November 15, 2023, when the Committee held a hearing entitled From Ivory Towers to Dark Corners: Investigating the Nexus Between Antisemitism, Tax-Exempt Universities, and Terror Financing. The Committee followed the hearing with letters to those institutions on January 10, 202
How to Manage Your Lost Opportunities in Odoo 17 CRMCeline George
Odoo 17 CRM allows us to track why we lose sales opportunities with "Lost Reasons." This helps analyze our sales process and identify areas for improvement. Here's how to configure lost reasons in Odoo 17 CRM
Executive Directors Chat Leveraging AI for Diversity, Equity, and InclusionTechSoup
Let’s explore the intersection of technology and equity in the final session of our DEI series. Discover how AI tools, like ChatGPT, can be used to support and enhance your nonprofit's DEI initiatives. Participants will gain insights into practical AI applications and get tips for leveraging technology to advance their DEI goals.
How to Fix the Import Error in the Odoo 17Celine George
An import error occurs when a program fails to import a module or library, disrupting its execution. In languages like Python, this issue arises when the specified module cannot be found or accessed, hindering the program's functionality. Resolving import errors is crucial for maintaining smooth software operation and uninterrupted development processes.
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
Biological screening of herbal drugs: Introduction and Need for
Phyto-Pharmacological Screening, New Strategies for evaluating
Natural Products, In vitro evaluation techniques for Antioxidants, Antimicrobial and Anticancer drugs. In vivo evaluation techniques
for Anti-inflammatory, Antiulcer, Anticancer, Wound healing, Antidiabetic, Hepatoprotective, Cardio protective, Diuretics and
Antifertility, Toxicity studies as per OECD guidelines
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...
2. 2
About Ahmed Hossam
• Founder and Gamification Consultant at Gampact & President of
Gamification Egypt
• 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.
3. 3
About Ahmed Hossam
In July 2017, ranked 2nd in the Global Gamification Guru Power 100.
https://www.rise.global/gurus/r/2470935
6. “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
7. 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/
8. Knowledge Levels Through the Day
?
1 Gamification
2 Why Gamification
Lets Gamify
3 How is it used?
13. Insights and positive feedback about the overall process
Your feedback on the product
Why did you feel it is a game?
What are the game elements that we used?
Debrief
16. • The use of game elements and game design thinking in non-
game contexts to:
Engage people
Feedback
Change behavior
Motivate action
Promote learning
Solve problems
User retention
And yet more ..
What Is Gamification?
41. 3/3/2018 41
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/
What is Gamification?
Gamification is the use of game elements and game design thinking in non-game contexts to:
Engage people
Change behavior
Motivate action
Promote learning
Solve problems
And yet more ..
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 ))
20% of the population checks the smart phone each 10 min of the day ( 100 checks )
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.
Game-Based Learning/ Serious Games
The definition of game-based learning is simply learning through games. (Simulation, Teaching) متحف الاطفال
Games:
Entertainment, video games, mobile games
Gamification:
intrinsic and extrinsic
Rewards are not only money
Money are effective only by less than 20%
Intrinsic Motivation is what derives productivity
Combination of Extrinsic and Intrinsic boosts the motivation