1
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.
2
About Ahmed Hossam
In July 2017, ranked 2nd in the Global Gamification Guru Power 100.
https://www.rise.global/gurus/r/2521281
3
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
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
7
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?
8
Why Gamification?
9
The engagement crisis
10
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
11
The engagement crisis
12
The engagement crisis
13
The engagement crisis
14
The engagement crisis
Is there any industry who
survived the engagement
crises?!
15
The Power of Games
Games!
16
Why Gamification?
Gamification
Serious Process Games
Using Game Elements
to Engage people in
your process
Game Elements
17
Why Gamification?
Piano Stairs 66% more people than normal chose the
stairs over the escalator
18
The True Meaning of fun Jon Radoff 42 things that are fun
19
Why Gamification?
Did you notice the game
elements?
20
The Power of Gamification
How Social Media uses
Gamification?
21
The Power of Gamification
22
The Power of Gamification
23
The Power of Gamification
24
Growth Of Gamification
25
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/
26
Gamification
Psychology
27
‫التحفيزية‬ ‫واأللعاب‬ ‫األلعاب‬ ‫بين‬ ‫الفرق‬
Gamification Psychology
28
Gamification Psychology
Psychology
75%
Technology
25%
Gamification
Psychology Technology
29
Gamification Psychology
The Flow Theory
Gamification Psychology
31
Gamification Psychology
Self-
Determinatio
n Theory
Competen
ce
Relatednes
s
Autonomy
Self Determination
Theory
32
Email
• ahmed.Hossam@gampact.com
Website
• ahossam.com
LinkedIn
• https://linkedin.com/in/ahmedhossam88
Twitter
• @ahmed_hossam88
Facebook
• https://www.facebook.com/ahossam88
Facebook Group
• https://www.facebook.com/groups/GamificationEgypt/

Gamification in education workshop

Editor's Notes

  • #2 Info
  • #7 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 ..
  • #12 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 ))
  • #13 20% of the population checks the smart phone each 10 min of the day ( 100 checks )
  • #14 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.
  • #28 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
  • #31 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