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WEBINAR:Engage Outside the Classroom
with Gamification
Reducing the cost of educationIncreasing the effectiveness of the institution
HiveSocial for Higher Education
This presentation is strictly confidential and may not be reproduced, redistributed, passed on or published, in whole or in part.
Engagement2
When you can get students outside of the curriculum
then they will also be more engaged inside the curriculum
an emotional commitment to an organization and its goals
Students Staff
George Kuh, professor of higher education
at Indiana University BloomingtonGallup Poll
Engaged employees outperform those without by up 202%
This presentation is strictly confidential and may not be reproduced, redistributed, passed on or published, in whole or in part.
How do we engage?3
This presentation is strictly confidential and may not be reproduced, redistributed, passed on or published, in whole or in part.
Motivate/
Incent
RewardIntrinsic/extrinsic
Recognize
Track
GAMIFICATION
Gaming vs. Gamification4
Gamification Adding game elements and mechanics to things that aren’t designed to be games.
To “gamify” To “gamify” something in education means you’re applying game design
principles to motivate and inspire learners.~Alex Chisholm, executive director of the Learning Games Network,
a spin-off from the MIT Education Arcade and University of Wisconsin
Software
Solutions
• Point Systems (competitive leaderboards)
• Badges for accomplishments
• Levels of progression
This presentation is strictly confidential and may not be reproduced, redistributed, passed on or published, in whole or in part.
Gamification5
01 REAL LIFE CONTEXTS
Secondary to the task to be performed
02 FACILITATES TASKS
Persuasive
03 CASUAL - NOT IMMERSIVE
Not everyday
Gamification to affect behavior change
This presentation is strictly confidential and may not be reproduced, redistributed, passed on or published, in whole or in part.
Gamification6
Sometimes just playing the game is intrinsically
rewarding
Games have defined rules and objectives
GAME
There is a possibility of losing
Games are usually hard and expensive to build
Being intrinsically rewarding is optional.
May just be a collection of tasks with points or
some form of reward
GAMIFICATION
Losing may or may not be possible
because the point is to motivate people
to take some action and do something.
Gamification is usually easier and cheaper
Content is usually morphed to fit the story and
scenes of the game
Usually game like features are added without
making too many changes to your content
http://badgeville.com/wiki/education
This presentation is strictly confidential and may not be reproduced, redistributed, passed on or published, in whole or in part.
Gamification7
Let’s check out
STUDENT PORTAL WITH GAMIFICATION
This presentation is strictly confidential and may not be reproduced, redistributed, passed on or published, in whole or in part.
Gamification for Staff and Faculty8
STAFF: Transform daily processes into engaging experiences
Improve employee satisfaction, productivity and service to students.
FACULTY
Encourage greater interaction or creating rewards for faculty who
interact with students outside of the classroom
S
F
This presentation is strictly confidential and may not be reproduced, redistributed, passed on or published, in whole or in part.
Modern Portal or Campus Intranet + Gamification
CONNECT. LEARN. REWARD.TRANSFORM
9
This presentation is strictly confidential and may not be reproduced, redistributed, passed on or published, in whole or in part.
HiveSocialTM for Higher Education by Enterprise Hive
transforms the educational institution into an engaged
campus by easily connecting all its constituents through
innovation using an enterprise engagement platform that
includes gaming mechanics and more.
Contact Enterprise Hive:
804.438.9393
www.enterprisehive.com
This presentation is strictly confidential and may not be reproduced, redistributed, passed on or published, in whole or in part.