This document profiles an expert in gamification named Dave who has been involved in the field since 2011. It lists his credentials including being a senior solution consultant, co-authoring peer-reviewed papers on gamification player types and mechanics, and writing a book on gamification. The document also lists Dave's contact information and links for further information on his gamification work.
Narratives and story telling in gamification, an entry into my Core Principles of Gamification series. This time explaining how to create and use narratives to create better gamified solutions
A copy of my slides from the Gamification Europe talk I delivered, Lessons from the Front Line. I have also included a YouTube video I did of a version of the talk, in case I was not able to attend in person!
My presentation from the HR Gamification Day in Madrid. It is a mish mash of old and new content about what gamification is, why it is great and some simple thoughts on play.... you probably had to be there!
Following on from my last set of Core Principles of Gamification, here is a new slide deck outlining what the difference between game mechanics is compared to gamification elements. It also provides the 52 gamification mechanics and elements to use in projects as well as the Periodic Table of Gamification Elements.
The fourth part of my Core Principles of Gamification, Rewards and Feedback. You can now get all four of the principles in a handy book from amazon - https://www.amazon.co.uk/Marczewskis-Principles-Gamification-Chirstopher-Marczewski/dp/1974598306/
Game thinking - Differences Between Games, Serious Games, Gamification and More.Andrzej Marczewski
The aim of this article is to present an umbrella term for the use of games and game-like solutions in non-game contexts.
Many people lump this all under Gamification. I have chosen the term Game Thinking instead and hopefully by the end of this, you will understand why and also have a better understanding of the differences between games, gamification, serious games and more.
This document discusses intrinsic motivation and how it relates to gamification. It defines intrinsic motivation as doing an activity for its own sake rather than for external rewards. Extrinsic motivation involves doing something to get a separable outcome.
The document proposes that intrinsic motivation comes from four factors: relatedness, autonomy, mastery, and purpose. It defines each of these factors and gives examples of how they can be supported through gamification.
It introduces the RAMP model, which depicts these four intrinsic motivators as layers in supporting long-term engagement. The document argues that while extrinsic rewards have their place, intrinsic motivation through relatedness, autonomy, mastery and purpose is key to sustained participation.
This document profiles an expert in gamification named Dave who has been involved in the field since 2011. It lists his credentials including being a senior solution consultant, co-authoring peer-reviewed papers on gamification player types and mechanics, and writing a book on gamification. The document also lists Dave's contact information and links for further information on his gamification work.
Narratives and story telling in gamification, an entry into my Core Principles of Gamification series. This time explaining how to create and use narratives to create better gamified solutions
A copy of my slides from the Gamification Europe talk I delivered, Lessons from the Front Line. I have also included a YouTube video I did of a version of the talk, in case I was not able to attend in person!
My presentation from the HR Gamification Day in Madrid. It is a mish mash of old and new content about what gamification is, why it is great and some simple thoughts on play.... you probably had to be there!
Following on from my last set of Core Principles of Gamification, here is a new slide deck outlining what the difference between game mechanics is compared to gamification elements. It also provides the 52 gamification mechanics and elements to use in projects as well as the Periodic Table of Gamification Elements.
The fourth part of my Core Principles of Gamification, Rewards and Feedback. You can now get all four of the principles in a handy book from amazon - https://www.amazon.co.uk/Marczewskis-Principles-Gamification-Chirstopher-Marczewski/dp/1974598306/
Game thinking - Differences Between Games, Serious Games, Gamification and More.Andrzej Marczewski
The aim of this article is to present an umbrella term for the use of games and game-like solutions in non-game contexts.
Many people lump this all under Gamification. I have chosen the term Game Thinking instead and hopefully by the end of this, you will understand why and also have a better understanding of the differences between games, gamification, serious games and more.
This document discusses intrinsic motivation and how it relates to gamification. It defines intrinsic motivation as doing an activity for its own sake rather than for external rewards. Extrinsic motivation involves doing something to get a separable outcome.
The document proposes that intrinsic motivation comes from four factors: relatedness, autonomy, mastery, and purpose. It defines each of these factors and gives examples of how they can be supported through gamification.
It introduces the RAMP model, which depicts these four intrinsic motivators as layers in supporting long-term engagement. The document argues that while extrinsic rewards have their place, intrinsic motivation through relatedness, autonomy, mastery and purpose is key to sustained participation.
A presentation going into the details surrounding the gamification player and user types HEXAD from Andrzej Marczewski at Gamified UK.
This is aimed at game and gamification designers as a tool for helping design better solutions that focus on the wants and needs of the users.
The original artical can be found at http://www.gamified.uk/user-types/
This document introduces a series of lens cards called "Gamification Design Lenses" created by Andrzej Marczewski that are meant to help appraise gamification ideas and designs from different perspectives. The lens cards are based on HEXAD user types, the COM-B behavior model, innovation lenses, and the Gamification Design Framework to offer new ways of analyzing gamification concepts.
A chapter from the Unicorn Edition, the upcoming expansion pack for Even Ninja Monkeys Like to Play. This chapter discusses how to build strong interactive narratives, introducing the concept of narrative atoms, narrative choice architecture and the Soap Hero's Journey
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 :)
This is the slide deck that accompanies my video about Action Feedback loops in gamification. These are the key to engagement in good gamified systems.
here is the video https://youtu.be/XvoQT3dWIcQ
This document is a collection of gamification memes from 2013 to 2017 created by Andrzej Marczewski. It focuses on using gamification techniques to target and encourage success. The memes are copyrighted and owned by Andrzej Marczewski of Gamified.uk.
The little cog is a parable about the importance of meaning and purpose in one's career, told in the style of children's book! It's a bit like gamification ;)
Play is defined as an activity engaged in for enjoyment and recreation rather than serious or practical purposes. Play involves purposeful chaos within a "magic circle" boundary of agreed upon control. It is an important activity because it provides a safe place to fail, experiment, and learn without real-world consequences, making it an ideal environment for building skills and resilience through experience.
An updated version of my User Types and Player Types in Gamification for a recent GamEffective webinar. Includes new stats and the new user types / game mechanics connections based on the HCI Games Group and AIT research
This is the full downloadable "Marczewski" or Gamified UK method workshop. It is the same workshop I delivered at gamification world congress 2014. It has now been changed for a new version, but this should still provide some interesting opportunities in gamification workshops you may wish to run.
http://gamified.uk
Game Thinking - Free Chapter from Even Ninja Monkeys Like to PlayAndrzej Marczewski
A chapter all about Game Thinking and how gamification fits into the overall scheme of all things games.
Get the full book on Amazon! http://www.gamified.uk/even-ninja-monkeys-like-to-play/
Gamification should be an intentional strategy to increase engagement by appealing to intrinsic motivations like relatedness, autonomy, mastery and purpose. It uses game design elements like rewards given by the system, awards from other players, and incentives to earn rewards rather than direct bribes. Gamification borrows concepts from games, play, and serious games to create engaging experiences, but it is not about trivializing important work - it is about empowering people with information and responsibility.
The document discusses gamifying design thinking for three company challenges: 1) Company A wants to gamify their CV screening process to better match candidates to roles. 2) Company B aims to improve low engagement and completion rates of their online training by gamifying it. 3) A link is provided for mobile gamification cards. The document encourages asking questions during the initial design phase.
The document traces the development process of creating a user types hexad by Andrzej Marczewski. It shows early versions with different configurations of user types grouped according to motivations and behaviors. Over multiple iterations, the model evolved from having 6 types to 8 types, and the types were refined. The final version classified 8 user types based on intrinsic versus extrinsic motivation and acting within or interacting with the system.
An approach to problem solving and solution building that includes games, serious games, gamification and more. This slideshare introduces the topic in a simple way.
Developing gamified systems is tough and you have to always consider the fact that not everyone is the same. This is especially true in education. This talk takes a look at the gamification user type hexad and how to design for the various types of user it describes
This is my interpretation of Design Thinking – a very well know framework! I have mixed it with a few well know lenses for innovation – again, nothing new. It is presented here just as an aid for those who may not already be using it!
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
-------------------------------------------------------------------------------
Find out more about ISO training and certification services
Training: ISO/IEC 27001 Information Security Management System - EN | PECB
ISO/IEC 42001 Artificial Intelligence Management System - EN | PECB
General Data Protection Regulation (GDPR) - Training Courses - EN | PECB
Webinars: https://pecb.com/webinars
Article: https://pecb.com/article
-------------------------------------------------------------------------------
For more information about PECB:
Website: https://pecb.com/
LinkedIn: https://www.linkedin.com/company/pecb/
Facebook: https://www.facebook.com/PECBInternational/
Slideshare: http://www.slideshare.net/PECBCERTIFICATION
A presentation going into the details surrounding the gamification player and user types HEXAD from Andrzej Marczewski at Gamified UK.
This is aimed at game and gamification designers as a tool for helping design better solutions that focus on the wants and needs of the users.
The original artical can be found at http://www.gamified.uk/user-types/
This document introduces a series of lens cards called "Gamification Design Lenses" created by Andrzej Marczewski that are meant to help appraise gamification ideas and designs from different perspectives. The lens cards are based on HEXAD user types, the COM-B behavior model, innovation lenses, and the Gamification Design Framework to offer new ways of analyzing gamification concepts.
A chapter from the Unicorn Edition, the upcoming expansion pack for Even Ninja Monkeys Like to Play. This chapter discusses how to build strong interactive narratives, introducing the concept of narrative atoms, narrative choice architecture and the Soap Hero's Journey
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 :)
This is the slide deck that accompanies my video about Action Feedback loops in gamification. These are the key to engagement in good gamified systems.
here is the video https://youtu.be/XvoQT3dWIcQ
This document is a collection of gamification memes from 2013 to 2017 created by Andrzej Marczewski. It focuses on using gamification techniques to target and encourage success. The memes are copyrighted and owned by Andrzej Marczewski of Gamified.uk.
The little cog is a parable about the importance of meaning and purpose in one's career, told in the style of children's book! It's a bit like gamification ;)
Play is defined as an activity engaged in for enjoyment and recreation rather than serious or practical purposes. Play involves purposeful chaos within a "magic circle" boundary of agreed upon control. It is an important activity because it provides a safe place to fail, experiment, and learn without real-world consequences, making it an ideal environment for building skills and resilience through experience.
An updated version of my User Types and Player Types in Gamification for a recent GamEffective webinar. Includes new stats and the new user types / game mechanics connections based on the HCI Games Group and AIT research
This is the full downloadable "Marczewski" or Gamified UK method workshop. It is the same workshop I delivered at gamification world congress 2014. It has now been changed for a new version, but this should still provide some interesting opportunities in gamification workshops you may wish to run.
http://gamified.uk
Game Thinking - Free Chapter from Even Ninja Monkeys Like to PlayAndrzej Marczewski
A chapter all about Game Thinking and how gamification fits into the overall scheme of all things games.
Get the full book on Amazon! http://www.gamified.uk/even-ninja-monkeys-like-to-play/
Gamification should be an intentional strategy to increase engagement by appealing to intrinsic motivations like relatedness, autonomy, mastery and purpose. It uses game design elements like rewards given by the system, awards from other players, and incentives to earn rewards rather than direct bribes. Gamification borrows concepts from games, play, and serious games to create engaging experiences, but it is not about trivializing important work - it is about empowering people with information and responsibility.
The document discusses gamifying design thinking for three company challenges: 1) Company A wants to gamify their CV screening process to better match candidates to roles. 2) Company B aims to improve low engagement and completion rates of their online training by gamifying it. 3) A link is provided for mobile gamification cards. The document encourages asking questions during the initial design phase.
The document traces the development process of creating a user types hexad by Andrzej Marczewski. It shows early versions with different configurations of user types grouped according to motivations and behaviors. Over multiple iterations, the model evolved from having 6 types to 8 types, and the types were refined. The final version classified 8 user types based on intrinsic versus extrinsic motivation and acting within or interacting with the system.
An approach to problem solving and solution building that includes games, serious games, gamification and more. This slideshare introduces the topic in a simple way.
Developing gamified systems is tough and you have to always consider the fact that not everyone is the same. This is especially true in education. This talk takes a look at the gamification user type hexad and how to design for the various types of user it describes
This is my interpretation of Design Thinking – a very well know framework! I have mixed it with a few well know lenses for innovation – again, nothing new. It is presented here just as an aid for those who may not already be using it!
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
-------------------------------------------------------------------------------
Find out more about ISO training and certification services
Training: ISO/IEC 27001 Information Security Management System - EN | PECB
ISO/IEC 42001 Artificial Intelligence Management System - EN | PECB
General Data Protection Regulation (GDPR) - Training Courses - EN | PECB
Webinars: https://pecb.com/webinars
Article: https://pecb.com/article
-------------------------------------------------------------------------------
For more information about PECB:
Website: https://pecb.com/
LinkedIn: https://www.linkedin.com/company/pecb/
Facebook: https://www.facebook.com/PECBInternational/
Slideshare: http://www.slideshare.net/PECBCERTIFICATION
How to Make a Field Mandatory in Odoo 17Celine George
In Odoo, making a field required can be done through both Python code and XML views. When you set the required attribute to True in Python code, it makes the field required across all views where it's used. Conversely, when you set the required attribute in XML views, it makes the field required only in the context of that particular view.
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.
How to Setup Warehouse & Location in Odoo 17 InventoryCeline George
In this slide, we'll explore how to set up warehouses and locations in Odoo 17 Inventory. This will help us manage our stock effectively, track inventory levels, and streamline warehouse operations.
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
This presentation was provided by Steph Pollock of The American Psychological Association’s Journals Program, and Damita Snow, of The American Society of Civil Engineers (ASCE), for the initial session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session One: 'Setting Expectations: a DEIA Primer,' was held June 6, 2024.
This document provides an overview of wound healing, its functions, stages, mechanisms, factors affecting it, and complications.
A wound is a break in the integrity of the skin or tissues, which may be associated with disruption of the structure and function.
Healing is the body’s response to injury in an attempt to restore normal structure and functions.
Healing can occur in two ways: Regeneration and Repair
There are 4 phases of wound healing: hemostasis, inflammation, proliferation, and remodeling. This document also describes the mechanism of wound healing. Factors that affect healing include infection, uncontrolled diabetes, poor nutrition, age, anemia, the presence of foreign bodies, etc.
Complications of wound healing like infection, hyperpigmentation of scar, contractures, and keloid formation.
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
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
LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UPRAHUL
This Dissertation explores the particular circumstances of Mirzapur, a region located in the
core of India. Mirzapur, with its varied terrains and abundant biodiversity, offers an optimal
environment for investigating the changes in vegetation cover dynamics. Our study utilizes
advanced technologies such as GIS (Geographic Information Systems) and Remote sensing to
analyze the transformations that have taken place over the course of a decade.
The complex relationship between human activities and the environment has been the focus
of extensive research and worry. As the global community grapples with swift urbanization,
population expansion, and economic progress, the effects on natural ecosystems are becoming
more evident. A crucial element of this impact is the alteration of vegetation cover, which plays a
significant role in maintaining the ecological equilibrium of our planet.Land serves as the foundation for all human activities and provides the necessary materials for
these activities. As the most crucial natural resource, its utilization by humans results in different
'Land uses,' which are determined by both human activities and the physical characteristics of the
land.
The utilization of land is impacted by human needs and environmental factors. In countries
like India, rapid population growth and the emphasis on extensive resource exploitation can lead
to significant land degradation, adversely affecting the region's land cover.
Therefore, human intervention has significantly influenced land use patterns over many
centuries, evolving its structure over time and space. In the present era, these changes have
accelerated due to factors such as agriculture and urbanization. Information regarding land use and
cover is essential for various planning and management tasks related to the Earth's surface,
providing crucial environmental data for scientific, resource management, policy purposes, and
diverse human activities.
Accurate understanding of land use and cover is imperative for the development planning
of any area. Consequently, a wide range of professionals, including earth system scientists, land
and water managers, and urban planners, are interested in obtaining data on land use and cover
changes, conversion trends, and other related patterns. The spatial dimensions of land use and
cover support policymakers and scientists in making well-informed decisions, as alterations in
these patterns indicate shifts in economic and social conditions. Monitoring such changes with the
help of Advanced technologies like Remote Sensing and Geographic Information Systems is
crucial for coordinated efforts across different administrative levels. Advanced technologies like
Remote Sensing and Geographic Information Systems
9
Changes in vegetation cover refer to variations in the distribution, composition, and overall
structure of plant communities across different temporal and spatial scales. These changes can
occur natural.