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slimsovereign

5 Key Benefits Gamification Brings to Your Business | CIO - 0 views

  • Rather than just benefitting themselves and solving their business problems, some companies are giving back to the communities connected to their industry by using games for the greater good. For example, Opower, a Software-as-a-Service company that works with utility providers, has been using Facebook to encourage people to track and share their energy consumption and compete to be the most energy efficient. RecycleBank is a company that rewards people with gift cards and discounts to stores and restaurants for being green by recycling paper or using less energy in their homes.
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    Dee W.
brandonmw

Dynamic Virtual Learning Landscapes to Enhance Student Reflective Processes: EBSCOhost - 0 views

  • It has previously been shown that the gamification of learning processes within a higher education degree can enhance engagement on a course (Charles, 2010). This approach exposed the "mechanics" or "rules" of a course of learning through game based feedback techniques; so that a student's individual understanding of what is expected for him/her to be a successful learner was improved. Subsequent research proposed greater emphasis on the aesthetic aspects within the game based feedback approach through the use of virtual learning landscapes (VLL) (D. Charles et al 2010). The use of a VLL makes it possible to utilise the physical properties of game environments and virtual worlds to provide students with a rich form of multi-modal information and feedback.
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    Brandon
danielasora

LexisNexis® Academic & Library Solutions - 1 views

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    • danielasora
       
      The city of Edmonton partnered with locally based "gamification studio" Rocketfuel Games to create a Facebook game that tests players on their knowledge of the rules of the road found in the drivers' handbook.
    • danielasora
       
      The challenge for Neuman and his colleagues at Edmonton's office of traffic safety was, what were they going to do about it? Their answer, a year in the making, is So You Think You Can Drive? "How do you increase knowledge of rules of the road to a diverse audience? The response, I think, is simple - you make a game of it," Neuman said. "And you make those results public on a social media platform like Facebook. You challenge your friends to do better than you."
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    • danielasora
       
      The old belief that when fun becomes work, it ceases to be fun is an untruth for one Canadian company. With games being used as training tools in every profession from pilots to surgeons, Quota aims to use gamification to make sales training so much fun that participants forget it's work. The importance of fun, says Earl Robertson, founder and president of Mississauga, Ont.-based Quota, is that when training is fun, it is memorable. "We have an exact opposite experience to that. By the end of the day, you have people cheering and yelling and having a great time, which is a great learning experience. It gets them very involved in the material and it allows them to immediately use the skills they learned on the job the very next day." Fun may sound like a wishy-washy and unscientific factor in business, but at the end of the day, when it comes to learning, fun is an absolutely vital variable," he says. "If you're not enjoying the process of the learning experience, you're not going to learn at your best." The rest involves Jeopardy-style games, buzzers, quick-decision action and rolling dice that determine chance events and who wins or loses "Quota dollars." "It takes a minute for a player to realize that the easiest way to win the game to is pay attention to the material," Mr. Robertson says. "They get so involved, and that's the power of gamification."
    • danielasora
       
      Citation of PLAYING THE BUSINESS GAME; GAMIFICATION CAN PUT INTO TRAINING PROGRAMS (September 11, 2012 Tuesday ). Playing the business game; Gamification can put fun into training programs. The Calgary Herald (Alberta), Retrieved from www.lexisnexis.com/hottopics/lnacademic
    • danielasora
       
      citation of GAME PUTS THE FUN BACK INTO DRIVING; SO YOU THINK YOU CAN DRIVE? IS ABOUT MAKING ROADS SAFER  (May 1, 2013 Wednesday ). Game puts the fun back into driving; So You Think You Can Drive? is about making roads safer. Edmonton Journal (Alberta), Retrieved from www.lexisnexis.com/hottopics/lnacademic
maweaver12

The Gamification of Education: EBSCOhost - 0 views

  • The article focuses on the argument among education professionals concerning the use of online social games to replace textbooks in schools in the U.S. It emphasizes the idea of education professionals for a reform which involves online learning. They suggest that taking Web-based learning to online social gaming may become the educational tool of choice. On the other hand, traditional education proponents prefer dismissing of computer games as inconsequential. They argue that a strong precedent for independently motivated online game-based learning has already been created.
brandonmw

The Gamification Of Almost Everything: Education, Exercise, Discounts And C...: EBSCOhost - 0 views

  • A FEW MONTHS ago, Ben Bertoli, a teacher at Danville Middle School in Indianapolis, was grappling with a class of unmotivated students when he decided to put his love of video games to work.Drawing inspiration from his collection of over 400 Nintendo titles, Bertoli created ClassRealm, a system in which students create virtual avatars and gain experience points for answering questions correctly in class, completing extra assignments and helping classmates.Although the rewards were mostly abstract, the results were real. Formerly reticent pupils immediately became eager to participate. When Bertoli offered extra points for a five-paragraph essay, 20 of his 29 students rushed to write it. And they clamored to fight in Friday "duels," facing off to answer questions while "Pokémon" battle music blared."Some of those kids just need a push in the right direction to get them going," Bertoli said.ClassRealm, which Bertoli is now developing into a system for all teachers to use, is a promising example of a concept known as gamification -- the application of concepts from game mechanics (the theories that are part of the process and study of game design, like progression, prestige, competition and social feedback) to non-gaming environments to change user behavior.
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    Brandon Washington
dragoflyrr

California school integrates play with learning | PBS NewsHour - 1 views

  • At first glance, it might seem like the students who attend the private K-12 New Roads School in Santa Monica, California, are simply playing video and computer games all day. But these students are actually taking part in a new experiment in educational innovation. The NewsHour’s April Brown reports on one school’s approach to keep students engaged all day.
maweaver12

A social gamification framework for a K-6 learning platform: EBSCOhost - 0 views

  • As video games, particularly, social games are growing in popularity and number of users, there has been an increasing interest in its potential as innovative teaching tools. Gamification is a new concept intending to use elements from video games in non-game applications. Education is an area with high potential for application of this concept since it seeks to promote people’s motivation and engagement. The research in progress will try to find how to apply social gamification in education, testing and validating the results of that application. To fulfil these objectives, this paper presents the guidelines and main features of a social gamification framework to be applied in an existent K-6 social learning environment.
brandonmw

The Gamification of Education: EBSCOhost - 1 views

  • While traditional education proponents may be quick to dismiss computer games as inconsequential, others argue that a strong precedent for independently motivated online game-based learning has already been established. Examples include PBS KIDS's interactive whiteboard games, which teach basic subjects to very young children, and the Learning Company's hugely popular historical learning game, The Oregon Trail.Advocates for gaming in education also point to professional training situations where games are increasingly replacing lectures and presentations. Further afield, Jane McGonigal, the director of game research and development at the Institute for the Future, has designed award-winning games to help ignite real-world solutions to pressing social and environmental challenges, such as global food security and a shift to renewable energy.
  • In their book, A New Culture of Learning (CreateSpace, 2011), Douglas Thomas and John Seely Brown argue that curiosity, imagination, and a sense of play -- three aspects integral to learning -- are largely missing from the traditional textbook-and-test based education system. What's more, the authors point out, these are all present in massively multiplayer online role-playing games (MMORPGs) like World of War-craft.
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    Brandon Washington
slimsovereign

An empirical study comparing gamification and social networking on e-learni...: EBSCOhost - 0 views

  • While social networking has already demonstrated its efficiency in e-learning, gamification, which is the use of game-thinking and playful design in non-game contexts, has only shown its potential as a motivational tool. This paper presents the results of testing both social networking and gamification in an undergraduate course, comparing them in terms their effect on students' academic achievement, participation and attitude. The effects of a gamification plugin deployed in a learning management system were compared to those of a social networking site in the same educational setting. We found that both approaches presented better performance than a traditional e-learning approach in terms of academic achievement for practical assignments, but that, when it came to assessing knowledge, the traditional e-learning approach was better. Also challenging current assumptions, participation rates and scores remained low with the new tools, although students' attitudes were positive. [Copyright &y& Elsevier]
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    Dee W.
brandonmw

Gamification in Education | Edutopia - 0 views

  • The breakthrough happened after the student took the Bartle's Gamer Profile Quiz and we found out that he was a "killer." Off-the-charts killer, but achievement meant nothing to this student. Just like grades. No, we haven't identified the next school shooter, and I sure wish that Bartle hadn't named one of the four gamer profiles "killer" -- but nonetheless, this student identified with this profile. Jane McGonigal mentioned it in her Gaming Can Make a Better World TED Talk when she discussed an epic meaning. My so-called "killer" student (and we really should rename this when applying it to education!) simply saw things as a battle between good and evil and wanted to fight on the side of good in an epic quest to make the world a better place. Points don't matter in gameplay, and grades don't matter, either. But when we tweaked the kinds of work he was doing in our Gamifi-ED project to focus on "world-changing games," he was suddenly engaged. Now his face lights up when he sees me. He's one of the first kids to class. He's an engaged gamer and, finally, an engaged student
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    Brandon Washington
mamastrapa

Classroom Live: a software-assisted gamification tool: EBSCOhost - 1 views

  • Teachers have come to rely on a variety of approaches in order to elicit and sustain student interest in the classroom. One particular approach, known asgamification, seeks to improve student engagement by transforming the traditional classroom experience into a competitive multiplayer game.
  • US Air Force Academy,
  • esthetically pleasing user interface that offers in game rewards in exchange for their participation.
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  • tool has been extremely positive
  • students respond positively to gamification, even at the undergraduate level
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    Marisa
mamastrapa

Gamification in a Social Learning Environment: EBSCOhost - 0 views

  • Gamification has gained traction in recent years as an effective way of engaging users to perform actions in contexts that would otherwise be considered tedious and undesirable.
  • with some advantages for students being improved grades or better comprehension.
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    Marisa
mamastrapa

Gamifying learning experiences: Practical implications and outcomes: EBSCOhost - 1 views

  • This idea has been used successfully in many web based businesses to increase user engagement.
  • could also be used in web based education as a tool to increase student motivation and engagement
  • Students who completed the gamified experience got better scores in practical assignments and in overall score
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  • performed poorly on written assignments and participated less on class activities
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    Marisa Mastrapa
slimsovereign

What is Gamification? | Big Fish Blog - 0 views

  • Gamers are known to be particularly motivated people who practice self-discipline, learn well on their own, and find endless reserves of motivation, even when it involves repetitive tasks.  It’s a natural extension to watch gamers and think, ‘How can we leverage what is great about games in order to encourage people to do necessary or desirable things?’  Clearly not everything can be turned into a game, but why not pick specific elements that we know and love in games and apply them to other tasks or applications?
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    Dee W.
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