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.
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Greek and Roman Mythology
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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.