Andrew Hughes - Gamification vs. Game-Based LearningSeriousGamesAssoc
Gamification is the integration of game mechanics, or game dynamics, into a learning experience, while game-based training can be defined as a game designed for the purpose of solving a problem. However, these words are being used in parallel by the industry and it can be quite confusing. This session will focus on the clarification of gamification and game-based training. Using examples from the industry, this session will help to explain each of the learning experiences, and discuss the best practices in their development.
Motivational Design (Gamification) and the WorkplaceTadej Gregorcic
What is "gamification"?
Is there a better term to describe the use of games in a serious context?
How can motivational design be applied to office work?
This presentation is a sneak-preview of Playrocket and how it is being applied in a call center.
As a Digital PR firm we use several techniques to get the attention of journalists, but there's one of them that I haven't seen being used a lot by brands outside of digital PR and that's games.
You might think that a game is not suitable for every type of product, but during my talk I'll show several examples on how you can advertise your brand and grab the attention of your audience and the media by "gamifying" your content.
Moreover, we'll explore ways of taking the games further and make them into data that you can outreach and also how to make this content evergreen.
During the past year, there has been much discussion about learning gamification and game- based learning. Is all of the hoopla just a passing fancy, or is there substance to games as a learning strategy?
In this session, Dr. Karl Kapp and Bryan Austin will summarize the research supporting learning games. They will differentiate between learning gamification and game-based learning, share the rationale for leveraging games to increase engagement, and provide the business rationale used by organizations to implement game-based corporate learning. Finally, this session will outline research under way to benchmark the performance impact of game-based e-learning versus other modes of training.
At the end of this session, attendees will have a clear idea of where learning games fit in their training strategy and their potential value in improving workforce performance.
Learning objectives
Evaluate training techniques, i.e. game-based learning.
Develop, select and implement employee training programs to increase individual and organizational effectiveness.
Evaluate the effectiveness of employee training programs through the use of metrics.
Develop and utilize business metrics to measure the achievement of the organization’s strategic and performance goals and objectives.
Develop qualitative and quantitative methods and tools for analysis, interpretation and decision-making purposes.
playrocket: a platform for enhancing business software with game elementsTadej Gregorcic
Playrocket is a platform and a web application that helps developers integrate game elements into enterprise software (such as software for call centers or sales teams).
Andrew Hughes - Gamification vs. Game-Based LearningSeriousGamesAssoc
Gamification is the integration of game mechanics, or game dynamics, into a learning experience, while game-based training can be defined as a game designed for the purpose of solving a problem. However, these words are being used in parallel by the industry and it can be quite confusing. This session will focus on the clarification of gamification and game-based training. Using examples from the industry, this session will help to explain each of the learning experiences, and discuss the best practices in their development.
Motivational Design (Gamification) and the WorkplaceTadej Gregorcic
What is "gamification"?
Is there a better term to describe the use of games in a serious context?
How can motivational design be applied to office work?
This presentation is a sneak-preview of Playrocket and how it is being applied in a call center.
As a Digital PR firm we use several techniques to get the attention of journalists, but there's one of them that I haven't seen being used a lot by brands outside of digital PR and that's games.
You might think that a game is not suitable for every type of product, but during my talk I'll show several examples on how you can advertise your brand and grab the attention of your audience and the media by "gamifying" your content.
Moreover, we'll explore ways of taking the games further and make them into data that you can outreach and also how to make this content evergreen.
During the past year, there has been much discussion about learning gamification and game- based learning. Is all of the hoopla just a passing fancy, or is there substance to games as a learning strategy?
In this session, Dr. Karl Kapp and Bryan Austin will summarize the research supporting learning games. They will differentiate between learning gamification and game-based learning, share the rationale for leveraging games to increase engagement, and provide the business rationale used by organizations to implement game-based corporate learning. Finally, this session will outline research under way to benchmark the performance impact of game-based e-learning versus other modes of training.
At the end of this session, attendees will have a clear idea of where learning games fit in their training strategy and their potential value in improving workforce performance.
Learning objectives
Evaluate training techniques, i.e. game-based learning.
Develop, select and implement employee training programs to increase individual and organizational effectiveness.
Evaluate the effectiveness of employee training programs through the use of metrics.
Develop and utilize business metrics to measure the achievement of the organization’s strategic and performance goals and objectives.
Develop qualitative and quantitative methods and tools for analysis, interpretation and decision-making purposes.
playrocket: a platform for enhancing business software with game elementsTadej Gregorcic
Playrocket is a platform and a web application that helps developers integrate game elements into enterprise software (such as software for call centers or sales teams).
8 Ways to FUNkify Your Training with Next-Gen Gamification: Motivate, Activat...Jennifer Peabody Hassell
ATD Unleash Potential Virtual Conference, 2020
Jaime McDonald, EVP of Customer Success, showed not only why games are effective but how to add the "special sauce" your learners crave. She explores how to keep your learners motivated by mixing solo gameplay with head-to-head challenges, team competitions, social collaboration, global leaderboards, achievements, and meaningful rewards. In this session, she also explains the difference between game-based learning and gamification, how to tap into your learners' extrinsic and intrinsic motivation, how to measure results and maximize ROI.
If you'd like to learn more, please email jaime.mcdonald@thegameagency.com
This slidedeck accompanies a presentation on using game theory and games to invigorate a classroom. Although designed for use in religious education, virtually all of the ideas are applicable to secular classroom use as well. Download the handout from http://bit.ly/game-on-handout. Find the template for the picture reveal game at http://bit.ly/LDS-game-on.
Gamification: A New Way to Influence BehaviorAndy Petroski
9/17/13 IABC Harrisburg presentation
Many slides thanks to Charles Palmer (http://www.slideshare.net/charlespalmerhu)
Gamification is the concept of applying game techniques to non-game environments. It emerged from customer loyalty programs based primarily on number of purchases.
In the past few years, marketers have expanded upon early customer loyalty programs and applied techniques from games (like story, levels, competition, leaderboards, challenges, etc.) to increase customer engagement, loyalty and, ultimately, purchases & satisfaction.
Unlike basic marketing techniques that depended on purchase frequency or amount to trigger rewards, gamification is often a more frequent reward system with ongoing rewards coming in the form of what is traditionally gameplay feedback.
Beyond marketing, gamification is being used to motivate learners in education and impact behavior change in healthcare.
Collaborative games encourage participants in an elicitation activity to collaborate in building a joint understanding of a problem or a solution. Collaborative games refer to several structured techniques inspired by game play and are designed to facilitate collaboration. During this webinar we will review the elements such as game purpose, process, outcome and various examples of collaborative games (product box, affinity map and fishbowl).
What holds curriculum designers and trainers back from incorporating fun and games into their training, and how can you overcome that resistance? Anita Greenland explores the benefits of FUNIFICATION and a practical four-step process for incorporating fun and games into training.
Speaker: Anita Greenland, The Brooks Group
This webinar entitled Moving Gamification Beyond Points, Badges, and Leaderboards was a Q&A as part of the eLearning Chatter's Dialogues series. Participants sent in questions ahead of time and the webinar was structured as a conversation speaking directly to the issues that most interested and concerned the audience.
Study: The Future of VR, AR and Self-Driving CarsLinkedIn
We asked LinkedIn members worldwide about their levels of interest in the latest wave of technology: whether they’re using wearables, and whether they intend to buy self-driving cars and VR headsets as they become available. We asked them too about their attitudes to technology and to the growing role of Artificial Intelligence (AI) in the devices that they use. The answers were fascinating – and in many cases, surprising.
This SlideShare explores the full results of this study, including detailed market-by-market breakdowns of intention levels for each technology – and how attitudes change with age, location and seniority level. If you’re marketing a tech brand – or planning to use VR and wearables to reach a professional audience – then these are insights you won’t want to miss.
8 Ways to FUNkify Your Training with Next-Gen Gamification: Motivate, Activat...Jennifer Peabody Hassell
ATD Unleash Potential Virtual Conference, 2020
Jaime McDonald, EVP of Customer Success, showed not only why games are effective but how to add the "special sauce" your learners crave. She explores how to keep your learners motivated by mixing solo gameplay with head-to-head challenges, team competitions, social collaboration, global leaderboards, achievements, and meaningful rewards. In this session, she also explains the difference between game-based learning and gamification, how to tap into your learners' extrinsic and intrinsic motivation, how to measure results and maximize ROI.
If you'd like to learn more, please email jaime.mcdonald@thegameagency.com
This slidedeck accompanies a presentation on using game theory and games to invigorate a classroom. Although designed for use in religious education, virtually all of the ideas are applicable to secular classroom use as well. Download the handout from http://bit.ly/game-on-handout. Find the template for the picture reveal game at http://bit.ly/LDS-game-on.
Gamification: A New Way to Influence BehaviorAndy Petroski
9/17/13 IABC Harrisburg presentation
Many slides thanks to Charles Palmer (http://www.slideshare.net/charlespalmerhu)
Gamification is the concept of applying game techniques to non-game environments. It emerged from customer loyalty programs based primarily on number of purchases.
In the past few years, marketers have expanded upon early customer loyalty programs and applied techniques from games (like story, levels, competition, leaderboards, challenges, etc.) to increase customer engagement, loyalty and, ultimately, purchases & satisfaction.
Unlike basic marketing techniques that depended on purchase frequency or amount to trigger rewards, gamification is often a more frequent reward system with ongoing rewards coming in the form of what is traditionally gameplay feedback.
Beyond marketing, gamification is being used to motivate learners in education and impact behavior change in healthcare.
Collaborative games encourage participants in an elicitation activity to collaborate in building a joint understanding of a problem or a solution. Collaborative games refer to several structured techniques inspired by game play and are designed to facilitate collaboration. During this webinar we will review the elements such as game purpose, process, outcome and various examples of collaborative games (product box, affinity map and fishbowl).
What holds curriculum designers and trainers back from incorporating fun and games into their training, and how can you overcome that resistance? Anita Greenland explores the benefits of FUNIFICATION and a practical four-step process for incorporating fun and games into training.
Speaker: Anita Greenland, The Brooks Group
This webinar entitled Moving Gamification Beyond Points, Badges, and Leaderboards was a Q&A as part of the eLearning Chatter's Dialogues series. Participants sent in questions ahead of time and the webinar was structured as a conversation speaking directly to the issues that most interested and concerned the audience.
Study: The Future of VR, AR and Self-Driving CarsLinkedIn
We asked LinkedIn members worldwide about their levels of interest in the latest wave of technology: whether they’re using wearables, and whether they intend to buy self-driving cars and VR headsets as they become available. We asked them too about their attitudes to technology and to the growing role of Artificial Intelligence (AI) in the devices that they use. The answers were fascinating – and in many cases, surprising.
This SlideShare explores the full results of this study, including detailed market-by-market breakdowns of intention levels for each technology – and how attitudes change with age, location and seniority level. If you’re marketing a tech brand – or planning to use VR and wearables to reach a professional audience – then these are insights you won’t want to miss.
"Gamification: Practical Strategies for Your Courses" (Nov. 21, 2014)Sherry Jones
Nov. 21, 2014 - I was invited by Academic Impressions to present a webinar on Game Design and Gamification Strategies for education.
The live webinar can be obtained from Academic Impressions:
http://www.academicimpressions.com/webcast/gamification-practical-strategies-your-course#Overview
Play to Learn, Learn to Play! How and Why Game-Based Learning Works
Description: This workshop will address the ins and outs of game-based learning, including: the characteristics of effective games, the features of games that make them useful learning tools and the best ways to use games in your classroom. Attendees will learn how games cater to active learning experiences; how they safely encourage experimentation, trial and error, and independent learning; how they contribute to personalized learning; and how to use games to increase engagement for students. The workshop will include hands-on gameplay, walkthroughs of games and a breakdown of learning game design. Also included will be a discussion of places to find quality games and strategies to evaluate the best games for your curriculum. The goal of the workshop is to educate participants on important features of game-based learning to make it easier to find, evaluate and utilize games in your teaching.
Gamification what is it, and what it is in moodle?Moodlerooms
Gamification, the concept of applying game mechanics and game design techniques to engage and motivate people to achieve their goals. We will also look how this is applied within the world of education and its specific use and benefits within Moodle.
Soccnx III - Measure, reward , enhance: leverage user adoption with gamificationLetsConnect
Speakers: Sasja Beerendonk
When implementing social software such as IBM Connections within your organisation you will find that user adoption is key to success. When confronted with social software that requires a different work manner and attitude employees often find themselves clueless how to get started. Using gamification you can guide your employees step-by-step into the right direction, and take them to a higher level of understanding and using the tool. Kudos Badges and Bunchball Level Up use gamification techniques to leverage adoption of IBM Connections. This presentation will outline how gamification can enhance employees' understanding of Connections and what it takes to collaborate in a social and open manner. Through points, badges, levels and leaderboards a user is guided in the right direction and becomes more engaged. What is gamification? What motivates us? How can gamification be used to leverage adoption of Connections so it can contribute to the organisation's business goals? How does Kudos or Bunchball work? From Maslow’s Need to Pink’s Drive you will understand the basic concepts of motivation that gamification uses. You will see a live demo on gamification for Connections.
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdfTechSoup
In this webinar you will learn how your organization can access TechSoup's wide variety of product discount and donation programs. From hardware to software, we'll give you a tour of the tools available to help your nonprofit with productivity, collaboration, financial management, donor tracking, security, and more.
Palestine last event orientationfvgnh .pptxRaedMohamed3
An EFL lesson about the current events in Palestine. It is intended to be for intermediate students who wish to increase their listening skills through a short lesson in power point.
We all have good and bad thoughts from time to time and situation to situation. We are bombarded daily with spiraling thoughts(both negative and positive) creating all-consuming feel , making us difficult to manage with associated suffering. Good thoughts are like our Mob Signal (Positive thought) amidst noise(negative thought) in the atmosphere. Negative thoughts like noise outweigh positive thoughts. These thoughts often create unwanted confusion, trouble, stress and frustration in our mind as well as chaos in our physical world. Negative thoughts are also known as “distorted thinking”.
The French Revolution, which began in 1789, was a period of radical social and political upheaval in France. It marked the decline of absolute monarchies, the rise of secular and democratic republics, and the eventual rise of Napoleon Bonaparte. This revolutionary period is crucial in understanding the transition from feudalism to modernity in Europe.
For more information, visit-www.vavaclasses.com
Students, digital devices and success - Andreas Schleicher - 27 May 2024..pptxEduSkills OECD
Andreas Schleicher presents at the OECD webinar ‘Digital devices in schools: detrimental distraction or secret to success?’ on 27 May 2024. The presentation was based on findings from PISA 2022 results and the webinar helped launch the PISA in Focus ‘Managing screen time: How to protect and equip students against distraction’ https://www.oecd-ilibrary.org/education/managing-screen-time_7c225af4-en and the OECD Education Policy Perspective ‘Students, digital devices and success’ can be found here - https://oe.cd/il/5yV
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
The Indian economy is classified into different sectors to simplify the analysis and understanding of economic activities. For Class 10, it's essential to grasp the sectors of the Indian economy, understand their characteristics, and recognize their importance. This guide will provide detailed notes on the Sectors of the Indian Economy Class 10, using specific long-tail keywords to enhance comprehension.
For more information, visit-www.vavaclasses.com
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
20. REFERENCES
• Digitec Interactive (2013). Games & Simulations. Retrieved January 8, 2014 from
http://www.digitecinteractive.com/game-based-learning-simulations/
• Knapp, K (2012). Gamification of Learning & Instruction: Game-Based Methods and Strategies for Training
and Education. Retrieved January 8, 2014 from
http://books.google.com/books?id=GLr81qqtELcC&printsec=frontcover#v=onepage&q&f=false
• MindShift Website (2013). Beyond Minecraft: Games that Inspire Building & Exploration. Retrieved January
8, 2014 from http://blogs.kqed.org/mindshift/2013/11/beyond-minecraft-games-that-inspire-building-andexploration/
• Novak, J (2012). Game Development Essentials, 3rd ED, Clifton Park, New York: Delmar Cengage Learning,
Inc.
• Prensky, M. (2001). The Digital-Game Based Learning Revolution. Retrieved January 8, 2014 from
http://www.marcprensky.com/writing/Prensky%20-%20Ch1-Digital%20Game-Based%20Learning.pdf