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Gamification

Gamification
About the Course Gamification is the application of digital game design techniques to non-game contexts, such as business, education, and social impact challenges. Video games are the dominant entertainment form of modern times because they powerfully motivate behavior. Game mechanics can be applied outside the immersive environments of games themselves, to create engaging experiences as well as assign rewards and recognition. Over the past few years, gamification adoption has skyrocketed. Companies use game thinking for employee motivation in human resources, team building, productivity enhancement, training, health and wellness, sustainability, and innovation. Game thinking means more than dropping in badges and leaderboards to make an activity fun or addicting. Subtitles forall video lectures available in: English, Russian (provided by Digital October), Turkish (Koc University), and Ukrainian (provided by Bionic University) Course Syllabus The course is divided into 12 units. 1. 2. 3.

https://www.coursera.org/course/gamification

Gamification: Insights And Emerging Trends Editor’s note: Tim Chang is a managing director at Mayfield Fund. Follow Tim on Twitter @timechange. He’s hosting a workshop on gamification at the Mayfield Fund offices on June 6 and has reserved 10 spots for TechCrunch readers — more details at the end of this post. I have been active in the field of gamification for the past couple of years, working with companies like Badgeville, HealthTap, Gigya, Basis and others on leveraging game mechanics for end user behavior measurement, scoring and shaping. Last week, I participated on an investor panel of at VatorSplash’s Gamification Summit and the group shared several noteworthy points:

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Understanding Einstein: The Special Theory of Relativity About the Course In this course we will seek to “understand Einstein,” especially focusing on the special theory of relativity that Albert Einstein, as a 26-year-old patent clerk, introduced in his so-called “miracle year” of 1905. Our goal will be to go behind the myth-making and beyond the popularized presentations of relativity in order to gain a deeper understanding of both Einstein the person and the concepts, predictions, and strange paradoxes of his theory. Some of the questions we will address include: How did Einstein come up with his ideas? What was the nature of his genius? Social Network Analysis About the Course Everything is connected: people, information, events and places, all the more so with the advent of online social media. A practical way of making sense of the tangle of connections is to analyze them as networks. In this course you will learn about the structure and evolution of networks, drawing on knowledge from disciplines as diverse as sociology, mathematics, computer science, economics, and physics. Online interactive demonstrations and hands-on analysis of real-world data sets will focus on a range of tasks: from identifying important nodes in the network, to detecting communities, to tracing information diffusion and opinion formation. Course Syllabus

Presentations Introduction Gamification has many ever-changing components to it, from psychology to design and implementation. Here are a few external resources we have vetted and compiled to help supplement your knowledge on the subject. Gamification Studies A collection of scientific papers and studies on gamification and related fields. The Future of Gamification Introduction and overview of responses The word “gamification” has emerged in recent years as a way to describe interactive online design that plays on people’s competitive instincts and often incorporates the use of rewards to drive action—these include virtual rewards such as points, payments, badges, discounts, and “free” gifts; and status indicators such as friend counts, retweets, leader boards, achievement data, progress bars, and the ability to “level up.” While some people dismiss gamification as a fad, neuroscientists are discovering more and more about the ways in which humans react to such interactive design elements.

www.globoforce.com/insight-consulting#link3 Business case development We will help you build a detailed business case, evaluating the current state of your recognition programs, future potential with strategic recognition, and the bottom-line value for moving forward with strategic recognition—including cost analysis and ROI expectations. Change management Greek and Roman Mythology About the Course Myths are traditional stories that have endured over a long time. Some of them have to do with events of great importance, such as the founding of a nation. Others tell the stories of great heroes and heroines and their exploits and courage in the face of adversity.

Social Media Dr. Maria H. Andersen is the Director of Learning and Research for Instructure, where she acts as a translator and anthropologist to help bridge the gap between technologists who build Canvas and the education tribe who use it. She is also tasked with using existing research to improve student success through the design of features in Canvas and using data from Canvas for research about the Scholarship of Teaching and Learning. Prior to this position, Maria served as faculty at a community college for a decade, teaching social media, chemistry, and math and designing learning experiences for both traditional and online formats. Maria has worked extensively with faculty development and is also an internationally-known learning futurist.

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