View allAll Photos Tagged Gamification

Offizielles Foto vom 4sqcampV2 von Simon Bierwald (@simsullen).

PlayStat. La statistica che diverte! Evento di premiazione, Firenze 28 giugno 2017

Offizielles Foto vom 4sqcampV2 von Simon Bierwald (@simsullen).

Offizielles Foto vom 4sqcampV2 von Simon Bierwald (@simsullen).

ריאנה אנלוק: קמפיין פייסבוק גיימפיקיישן לייק

www.juloot.com/post//runlock

Offizielles Foto vom 4sqcampV2 von Simon Bierwald (@simsullen).

Offizielles Foto vom 4sqcampV2 von Simon Bierwald (@simsullen).

For the Win Symposium

August 8-9, 2011 at The Wharton School

 

gamifyforthewin.com/

 

Photos by Kendall Whitehouse

Tomás Martínez Buero hablando sobre Gamificación Ampliada

For the Win Symposium

August 8-9, 2011 at The Wharton School

 

gamifyforthewin.com/

 

Photos by Kendall Whitehouse

For the Win Symposium

August 8-9, 2011 at The Wharton School

 

gamifyforthewin.com/

 

Photos by Kendall Whitehouse

The aim of the project is to create a learning app that will accompany regular lessons throughout the year and introduce playful elements—keyword "gamification".

On the one hand, the app should motivate students to engage with the subject matter on a daily basis (for a short period of time) outside of school hours. On the other hand, it should ensure that the motivation to complete work within the framework of regular lessons increases. “Gamification" gives work assignments a new aspect, since completing the assignments is achieved while enjoying many small interim goals and successes. For example, after only a short time, a new piece of clothing can be purchased for the avatar, a new skill can be learned, or a new area can be unlocked.

 

Photo: Matthias Erhart, Middle School Kematen

Offizielles Foto vom 4sqcampV2 von Simon Bierwald (@simsullen).

For the Win Symposium

August 8-9, 2011 at The Wharton School

 

gamifyforthewin.com/

 

Photos by Kendall Whitehouse

The aim of the project is to create a learning app that will accompany regular lessons throughout the year and introduce playful elements—keyword "gamification".

On the one hand, the app should motivate students to engage with the subject matter on a daily basis (for a short period of time) outside of school hours. On the other hand, it should ensure that the motivation to complete work within the framework of regular lessons increases. “Gamification" gives work assignments a new aspect, since completing the assignments is achieved while enjoying many small interim goals and successes. For example, after only a short time, a new piece of clothing can be purchased for the avatar, a new skill can be learned, or a new area can be unlocked.

 

Photo: Matthias Erhart, Middle School Kematen

For the Win Symposium

August 8-9, 2011 at The Wharton School

 

gamifyforthewin.com/

 

Photos by Kendall Whitehouse

For the Win Symposium

August 8-9, 2011 at The Wharton School

 

gamifyforthewin.com/

 

Photos by Kendall Whitehouse

For the Win Symposium

August 8-9, 2011 at The Wharton School

 

gamifyforthewin.com/

 

Photos by Kendall Whitehouse

Offizielles Foto vom 4sqcampV2 von Simon Bierwald (@simsullen).

PlayStat. La statistica che diverte! Evento di premiazione, Firenze 28 giugno 2017

For the Win Symposium

August 8-9, 2011 at The Wharton School

 

gamifyforthewin.com/

 

Photos by Kendall Whitehouse

For the Win Symposium

August 8-9, 2011 at The Wharton School

 

gamifyforthewin.com/

 

Photos by Kendall Whitehouse

Offizielles Foto vom 4sqcampV2 von Simon Bierwald (@simsullen).

For the Win Symposium

August 8-9, 2011 at The Wharton School

 

gamifyforthewin.com/

 

Photos by Kendall Whitehouse

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