For the past 20 years Serious Games have been one of the most successful strategies to create an impact, and since 2011 Gamification has been one of the most successful strategies to increase Learning Engagement.
In this session we will learn how to combine both strategies into 1 framework to design a complete Learning Experience Journey, that would be fun, engaging and with measurable ROI.
8. 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
11. • The use of game elements and game design thinking in non-
game contexts to:
Engage people
Give Feedback
Change behavior
Motivate action
Promote learning
Solve problems
User retention
And yet more ..
When to use Gamification?
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 ..
What do you think about those
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 )
University of michigian http://www.autotribute.com/22706/teens-driving-less-car-smartphones/
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.
Gaming as a sport. People attending gaming events to watch not just play.
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