View allAll Photos Tagged Gamification

This is the next stage of The Appraiser - nicely done, although as I expected, AA is being stingy with their points, and there are lots of catches to getting the full 3000 points.

For the Win Symposium

August 8-9, 2011 at The Wharton School

 

gamifyforthewin.com/

 

Photos by Kendall Whitehouse

Rich Sands from Ohloh on gamification

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

on Gamification, Accreditation and Assessment (but mainly the first one)

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

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

GSummit 2012 VIP Party at B-Bar

Interactive Communication also had the opportunity to visit king.com in the course of Gamification. Thank you Malin Ströman!

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).

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

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

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

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

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).

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

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

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

www.bobberinteractive.com/

 

"From the shadow of the Seattle Space Needle, Bobber is changing the game in the money lives of Generation Y. We believe that the experience of using a product defines the product, and that given similar functionality people will reliably choose the most enjoyable option. We also believe that long-term engagement comes from consistently meeting the intrinsic needs of the customer."

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

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

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