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Gamification

Transcript: a. Levelling b. Challening c. Tasks d. Responsibility f. Rewards g. Authenticity h. Expert i. Belonging j. Control k. Identity l. Curiousity m. Immediate satisfaction n. Competition o. Goal p.Motivation q.Mission r.Time s.In charge t.Competition It is the students who decide what they learn. We have to link learning in schools to their way of thinking, what goals they have and why they should learn ( John Hattie ,2009 ) Responsibility Formative assessment Motivation Better grades Authenticity Expert Academic control Academic identity Curiosity Implementation the students´skills Creativity Develop learning styles Subject integration Your personal experience of games: IMPLEMENTATION How can we use the core elements of gaming in teaching? Tasks Projects Thematic studies Flipped classroom The cognitive approach : Lesson plans : a.tasks on different levels b. direct response c. freedom of choice d. authentic tasks ( UN schools ) e. extra points f. motivation g. goal Presentation by: Inkeri Böök inkeri.book@eskilstuna.se Mattias Karlsson mattias.karlsson20@eskilstuna. Do you know that : What next? Plan a session with the key elements Involve students in the planning Implement the core ideas What is gamification? GAMIFICATION One example: World at arms: http://www.gameloft.com/ipad-games/world-at-arms-free/?adid=101966 Gamification is the use of game attributes to drive game-like player behaviour in a non-game context. Game-like player behaviour is such engagement, interaction, competition, collaboration, awareness,learning . Videogames and creativity, Jackson (2011) increase children's cogntive development? is that possible? Are there a correlation between videogames (Internet, Mobile phones...) and creativity? 491 children average age: 12, 20 middle school in north Michigan and Detroit area. Females 53%, Caucasian 66%, they were using Torrence test for creativity. Action, violence, advenventure, sports, racing, social, interpersonal. The creativity indicated better understanding for imaginative thinking, Recognize patterns, intrinsic motivation, sparks - supports - refines ideas. Your experience/What can you do? Linda Jackson 2011 Create opportunities and possibilities without limitation and boundaries. Quick fixes and immediate rewards Core elements of gamification Make students connect between the traditional school and everyday life. Brainstorm in your groups any particular experience of games. Where to start? Results: 1.50 million people play games on line 45 hrs /week 2. 2 Out of 5 are women 3.3 Billion people are playing every week 4.The average player is 30 years of age 5.68 % of gamers are 18 of age or older 6. Gamers play on the go ; 33% play games on the smart phones and 25 % play on their handheld device 7. 66% of parents believe that game play provides mental stimulation or education Experience so far... Podcast Global citizen day Video in the smartphone Apps Leveling Educational Games authenticity

Gamification

Transcript: Games are more fun when you have someone to play with "The next time I visit the bakery, I get another stamp. When I have 10 stamps, I get free bread." Samsung Nation Linked in accomplished this by unvealing the signup progress bar which uses ______ principle to motivate people to _______ What is it? The trick is in identifying the behavior you want to encourage based on your business objectives. Gamification Example: Loss Aversion Points Levels Awards Achievements Leaderboards Notification Badges Titles Etc. It's all about behaviors. Provide a way to track success Enterprise Examples "Don't make it a requirement, not everyone wants to collect badges" Example: Gameification isn't about making a game, it's about reusing principles from a very successfully engaging field "In just the next couple of years, Gartner expects gamification to drive about half of all business innovation." Promote social sharing, social proof, social feedback, and social status. refers to people's tendency to strongly prefer avoiding losses to acquiring gains. Create goals, and sub goals. Provide skillful but attainable challenges. Give lots of feedback. Motivate and encourage them to reach their goals. Congratulate them when they accomplish a goal. Leave the user with a sense of success. Integrating The Behavior Platform’s smart gamification elements with SharePoint functionality, companies can measure, influence and reward key user behaviors inside SharePoint that improve knowledge sharing, document management and social collaboration. Example: It's about balance refers to people's tendency to strongly prefer avoiding losses to acquiring gains. How do you get started? 84% of companies report increased adoption after implementing. Improve Sign-up completeness Gamification: Adding mechanics from game theory to the user experience to motivate and engage the user. Encourage the Behavior It doesn't have to be complicated to be effective: “To prevent losing points, you’ve got to log in once every 30 days,” Examples DODOcase Customize electronic cases "Nitro for Salesforce is a turn-key gamification solution that puts game mechanics inside the Sales Cloud and Service Cloud console. Pre-built components and proven program designs challenge employees to learn and use Salesforce every time they open the application." Online loyalty program that offers virtual rewards to consumers who talk up Samsung, the electronics giant. Yes, and No. It's about reusing pieces. Achievements, Appointments, Authority, Behavioral Momentum, Blissful Productivity, Bonuses, Cascading Information Theory, Challenges, Combos, Collections, Community Collaboration, Competition, Countdown, Discovery, Empathy, Epic Meaning, Framing, Free Lunch, Infinite Gameplay, Levels, Loss Aversion, Lottery, Ownership, Personality, Playfulness, Points, Progression, Quests, Reciprocity, Reward, Scarcity, Schedules, Scores, Social Proof, Status, Targets, Unpredictable Reinforcement, Urgent Optimism, Virality Identify the Behavior According to a Pew Research Center report, gamification is "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, re-tweets, leaderboards, achievement data, progress bars and the ability to level up." “To prevent losing points, you’ve got to log in once every 30 days,” Gamification is about enhancing the experience Game Mechanics Increased Sign-Ups The content has to be good to begin with, then game mechanics can be lightly layered on top to make the experience more fun. Nitro for Salesforce Duolingo.com Language Learning "Gamification" Badgeville for SharePoint Recap Are we supposed to use all of this? Explanation

Gamification

Transcript: Games demand you play rather than listen. 'The workplace could become a playground, complete with real-time leaderboards, mobile apps and regular prize draws.' - Adam Graham (Weapon 7) - Progression - Flow Zone 'People are hard wired to explore and discover the world around them, our natural urge is to interact with our surroundings. Technology is not a driver but an enabler, allowing us to interact with media in a more natural way.' Gamer Types Metrics include: The 'Foursquare' model Why are brands interested in gamification? - Adam Graham, Weapon 7 Pulling more girls than your mates (without being socially unacceptable. Pulling more girls than your mates. Interested in doing things to the game. Motivated by point gathering and rising in levels. Different people are motivated by different triggers. Copywriter. Art Director. Game Designer. Killers: Motivational triggers. Engagement levels. Response times. Collaboration insights. Data is produced with higher frequency; and small actions can be accomplished in shorter time frames allowing users to experience progress more often. Badges Points Leaderboards Prizes Level 2 The End Gamification creates new and more exciting data than normal web traffic. Socialisers: The use of game thinking and game mechanics in a non game context, in order to engage users and solve problems. Interested in acting on other players. Motivated by winning over other players. Win condition: The Lynx Game Yourself. Being confident. Skeptical girls. Your mates. Too easy = player turned off. Too hard = player quits. The Modern Brand People are hard wired to explore and discover the world around them, our natural urge is to interact with our surroundings. Technology is not a driver but an enabler, allowing us to interact with media in a more natural way. Interested in interacting with other players. The game is a backdrop to this aim. Level 1 - Tim Jones - Tim Jones (European Brand Director, Eisai Europe.) Strategy: Training. Looking your best. Approaching girls. Using Lynx. Gamification Achievers: The future for gamification. - Meaning - Level 3 Barney Spiro - Ownership - The state between anxiety and boredom. Meta needs Gamification Current problems with gamification. - Tim Jones What is gamification? Explorers: Objective: Gamification and Data Interesting in having the game surprise them. Their fun comes from discovering new parts of the game. The modern brand has to be interactively rich and actively promote behavioral change. Brands that invite participation are seeing strong results. Obstacles: 'I believe that gaming provides a practical template for developing brands suited to the modern world.' Level 4 - Tim Jones

Gamification

Transcript: I used Gamification.org they used these guys \/ Ways we use Gamification But why Gamification? Y U No Like Gamification? Why do we use it? Gamification can be used in many different scenarios What is Gamification? Gamification By: Eric Skinner Gamification is using skills learned from Games to solve real world problems No storytelling, just achievements Not everything is fun and games The End Credits... any Qustions? Gamification can be practiced or done unintentionally Making Games gives you the Gamification thought process Some tools are made to be just like a video game I'm old and cranky A lot of people game... so a lot of people relate "I saw it in a game" Encouraging How it is used on us The concept in general people just don't like 1.Jump up ^ Zichermann, Gabe; Cunningham, Christopher (August 2011). "Introduction". Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (1st ed.). Sebastopol, California: O'Reilly Media. p. xiv. ISBN 1449315399. Retrieved 2012-12-10. 2.^ Jump up to: a b Huotari, Kai; Hamari, Juho (2012). "Defining Gamification - A Service Marketing Perspective". Proceedings of the 16th International Academic MindTrek Conference 2012, Tampere, Finland, October 3–5. 3.Jump up ^ Sebastian Deterding, Dan Dixon, Rilla Khaled, and Lennart Nacke (2011). "From game design elements to gamefulness: Defining "gamification"". Proceedings of the 15th International Academic MindTrek Conference. pp. 9–15. 4.Jump up ^ Herger, Mario (May. 21, 2012). "Gamification Facts & Figures". Enterprise-Gamification.com. 5.Jump up ^ Sutter, John D. (September 30, 2010). "Browse the Web, earn points and prizes". CNN. 6.^ Jump up to: a b Hamari, Juho; Eranti, Veikko (2011). "Framework for Designing and Evaluating Game Achievements". Proceedings of Digra 2011 Conference: Think Design Play, Hilversum, Netherlands, September: 14–17. 7.^ Jump up to: a b c O'Brien, Chris (October 24, 2010). "Get ready for the decade of gamification". San Jose Mercury News. 8.Jump up ^ Byron Reeves, J. Leighton Read (2009). Total Engagement: Using Games and Virtual Worlds to Change the Way People Work and Businesses Compete. Harvard Business Press. p. 177. ISBN 978-1-4221-4657-6. 9.^ Jump up to: a b Deterding, Sebastian (28 September 2010). "Just Add Points? What UX Can (and Cannot) Learn From Games". UX Camp Europe. Retrieved 12 February 2013. Joel Falconer. "UserInfuser: open source gamification platform". http://thenextweb.com/. 10.Jump up ^ Jane McGonigal Read (2011). Reality Is Broken: Why Games Make Us Better and How They Can Change The World. Penguin Press. p. 122. ISBN 978-1-59420-285-8. 11.Jump up ^ Van Grove, Jennifer (28 July 2011). "Gamification: How Competition Is Reinventing Business, Marketing & Everyday Life". Mashable. Retrieved 12 February 2013. 12.Jump up ^ "FANGO delivers on Social TV". Impulse Gamer. 11 February 2012. Retrieved 15 February 2012. 13.Jump up ^ Kleinberg, Adam (18 July 2011). "HOW TO: Gamify Your Marketing". Mashable. Retrieved 12 February 2013. 14.Jump up ^ Lunden, Ingrid (Oct. 23, 2012). "Data 2.0 Goes Large: InfoArmy Raises $17.3M To Build Out Its Crowdsourced Competitive Intelligence Platform". TechCrunch. 15.Jump up ^ Herger, Mario (Oct. 28, 2011). "Making Surveys More Fun". Enterprise-Gamification.com. 16.Jump up ^ Stevens, Robert (Dec. 2, 2011). "Gamification of Market Research". Think Eye Tracking. 17.Jump up ^ Swallow, Erica (Sep. 18, 2012). "Can Gamification Make Customer Support Fun?". Forbes.com. 18.Jump up ^ Daniels, Matt (September 23, 2010). "Businesses need to get in the game". Marketing Week. 19.Jump up ^ Takahashi, Dean (August 25, 2010). "Website builder DevHub gets users hooked by "gamifying" its service". VentureBeat. 20.Jump up ^ Corrigan, Kristyn (June 5, 2013). "Out of Good Ideas? How Game-Based Technologies Can Drive Creative Insights at Your Company". AMS Voices. 21.Jump up ^ Toubia, Olivier (October 2006). "Idea Generation, Creativity, and Incentives". Marketing Science. 22.Jump up ^ "Gamification by Kevin Werbach". University of Pennsylvania/Coursera. Retrieved March 26, 2013. 23.Jump up ^ Fallows, James (28 April 2011). "The Return of Clippy". The Atlantic. Retrieved 12 February 2013. 24.Jump up ^ "Office Labs: Ribbon Hero 2". Microsoft. 20 June 2011. Retrieved 12 February 2013. 25.Jump up ^ Sara Corbett (15 September 2010). "Learning by Playing: Video Games in the Classroom". The New York Times. Retrieved 12 February 2013. 26.Jump up ^ Herger, Mario (Oct. 28, 2011). "Enterprise Gamification — Sustainability examples". Enterprise-Gamification.com. 27.^ Jump up to: a b Huling, Ray (March 25, 2010). "Gamification: Turning Work Into Play". H Plus Magazine. 28.Jump up ^ Shantanu Sinha (February 14, 2012). "Motivating Students and the Gamification of Learning". Huffington Post. 29.Jump up ^ Lüssi, M: Elefanten und Tiger per Handy retten, 20 Minuten AG, 2009. 30.Jump up ^ Jeffries, Adrianne (16 September 2011). "The Fitocrats: How Two Nerds Turned an Addiction

Gamification

Transcript: Definition Ideas for Use Theory & Psychology Nike (Nike+) encourages people to run while improving sales Zynga (Farmville, Fishville, Mafia Wars) raised over US$1.5 million for disaster relief in Haiti HopeLabs (Re-Mission & Re-Mission 2) educate patients fighting cancer and inspire them Closing Food for Thought... Gamification Gamification Stats Examples “The people who understand the power and potential of games to both make us happy and change reality will be the people who invent our future.” -Jane McGonigal, Reality is Broken In the United States alone, there are 183 million active gamers. Active computer or video gamers play 13 hours a week on average. Collectively, the planet is now spending more than 3 billion hours a week gaming. 97% of youth play computer and video games. 40% of all gamers are women. The average game player is 35 years old and has been playing for 12 years. Most gamers expect to continue playing games for the rest of their lives. On average, gamers fail 80% of the time and yet they still find the gaming experience enjoyable. 61% of surveyed CEOs, CFOs, and other senior executives say they take daily game breaks at work. More than half of these gameful executives say they play during work in order “to feel more productive. -Jane McGonigal, Reality is Broken Fund raising, i.e. Zynga Patient Education & Motivation, i.e. HopeLabs Health Care Campaigns Health Care Education Health Care Tracking "Making non-game activities more game-like" -3rd Sense "Gamification is the use of game thinking and game mechanics in a non-game context in order to engage users and solve problems" - Wikipedia Uses people's natural desires for competition, achievement, status, expression, etc to change their behavior through the use and positive-reinforcement of rewards

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