...Gamification in Education Tina Terry EDU 620 Meeting Individual Student Needs With Technology Instructor: Tamara Carter Gamification in Education Gamification has the benefit of bringing people together to solve a problem or for you to defeat a problem on your own. Games can be used in a teaching environment to help promote specific learning skills. “Today’s schools face major problems around student motivation and engagement. Gamification, or the incorporation of game elements into non-game settings, provides an opportunity to help schools solve these difficult problems” (Joey J. Lee & Jessica Hammer, 2011). McGonigal (2011) states that “gamification recognizes the value of extended practice, and develop personal qualities such as persistence, creativity, and resilience through extended play” (Technology, 2010). Gaming used in any method can be used to increase students’ motivation through engagement. The use of gamification in classrooms has the benefit of making classes more task-oriented, through gaming students can collaborate regularly in small and large groups. Students can develop enhanced critical thinking skills by completing different tasks in group settings. There are many reasons gamification can be used in the classroom. According to Whitton, (2009) she argues that well designed games can provide authentic learning (p.78). She also believes that gamification helps provide a constructivist learning environment in the classroom. “The constructivist...
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...Gamification techniques would be useful to employ when marketing our company’s new product because it could help us: Maximize our overall market reach and product exposure by addressing engagement gap and leveraging customers' social networks: The scale of engagement with gaming is enormous; gamification expert Ethan Mollick states over eight billion hours was spent playing Angry Birds last year alone. Thus, gamification can be used to provide an avenue for a large volume of potential customers to intensely interact and engage with our product, thereby increasing the product's exposure and the opportunity for this exposure be shared within social networks in a variety of ways. The U.S. cable channel USA Network’s implementation of the gamified website "Club Psych" for the show Psych serves as an example of this, as it resulted in a 130% increase in website page views and 300,000 shares of content socially on Facebook for challenges, allowing 40 million viewers exposure to that content, thereby illustrating enhanced engagement and exposure. Reach our target market of the 18-35 age bracket, including women: Gamification expert Bing Gordon claims that for individuals born after 1971, gaming actually influences their worldview and even their interactions. Moreover, research conducted by the Entertainment Software Association shows the average gamer is 30 years old and almost half of all gamers today are women, which shows gamification can help us reach our target demographics...
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...Now that you know the essential concepts about gamification and game design, it's time to use them. For this final task, we ask you to bring together creativity, technical feasibility, and business realities. You are approached by Rashmi Horenstein, the CEO of ShareAll, a prominent company in the hot collaborative consumption space. (If you aren’t familiar with the concept, some good resources are CollaborativeConsumption.com and the March 9, 2013 cover story in the Economist.) She knows you are one of the top experts on gamification, which she has heard can revolutionize business. She asks you to present a proposal for a gamified system to take her business to the next level. ShareAll’s mission is to make shared use of products and services as common as individual purchases. It follows the path of companies such as AirBnB, Buzzcar, and Uber, which allow sharing of particular products (cars, housing, etc). ShareAll’s patented technology makes it easy for consumers and business to share any product or service. ShareAll has also developed a global virtual currency, called Shares, which can be used to purchase access to any asset in the system. Shares can be exchanged for real money, and users can generate more Shares by sharing items or volunteering their time to complete tasks for others. ShareAll charges a small transaction fee whenever Shares are generated, traded, or spent. Therefore, the more activity, the more money ShareAll makes. Horenstein tells you that she cares...
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...UTILIZATION OF IT IN HUMAN RESOURCES MANAGEMENT Aneta Karasek Maria Curie-Sklodowska University, Poland aneta.karasek@umcs.pl Abstract: Nowadays increasing role of information technologies and strategic role of human resources management have influence on enterprises. Moreover rapid development of information technologies affects the process of human resources management in enterprises. The aim of the paper is the analysis of utilization of IT in human resources management in high-tech enterprises in the USA. These practices will be presented in following areas: recruitment and selection, development and training, performance management, motivation, talent management, employee self-service systems. There will be also presented results of studies on the utilization of IT tools in HRM conducted in Polish enterprises. Results of conducted survey shows increasing utilization and variety of IT solutions in all surveyed areas in high-tech enterprises in the USA what caused the crucial influence of HRM process. The level of IT tool implementation in HRM processes taking place in Polish enterprises is low, which, according to enterprises, results from the lack of funds for implementation of this type of solutions. In the future enterprises are planning further implementation due to drawn advantages, consolidate individual HRM processes and implement cloud-based solutions. Keywords: human resources management, information technology, e-HR, HRM practices 1567 1...
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...experts of a certain product that work as independent contractors with the flexibly of working from anywhere with flexible work hours. These experts chat to customers online when the customer has visited a website that uses Needle’s chat software. Gamification is used as a tool to give the experts who chat to customer’s incentive to do well and be compensated. Business Model Needle licenses its proprietary chat software to online retail companies. This licensing agreement drives the revenue for the company. The company hires independent contractors to assist in giving knowledge about the products that Needle licenses to. The large expenses that Needle demands are for research and development, salaries for independent contractors, overhead and sales force. Product A customer visits a company that is partnered with Needle and starts browsing for a product. On the site there is button that says something along the lines of “Talk to an Expert Now”. Once the customer clicks the button, a screen pop comes up, the customer is asked to type in their name, and a friendly “Hello, How are you today?” comes up from a Needle product aficionado 1099 employee. The company is constantly innovating and is currently experimenting with a new service known as Traffic Builder. It takes a client’s live chat and removes any personally identifiable information so that it could post the information on its website, creating a Q&A forum. With costs, Lynch claims that interaction costs between...
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...whiteboards have been observed. At this interactive age, teachers are facing the demands of the Generation Z learners. These learners are multitasked and can use multi-tools simultaneously. These...
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...Value Congruence and Organisational Success Introduction One thing that is common around the world is diversity. Across different continents, countries, cultures, homes and individuals lay differences in terms of thinking and behaviour. The modern age has allowed an intermingling of these cultures to take place with great ease. This affects not only the individuals but also the organisations they work in. Organisations employ a range of people that are diverse in different respects and this diversity can determine whether an organisation succeeds or not. One way in which people vary greatly is in terms of their values. Values are the beliefs people hold that particular ways of behaving concerning certain matters are better or preferred over other ways. (Robbins & Judge, 2013) Organisational behaviour is the way people conduct themselves in the context of the organisation. (Robbins & Judge, 2013) Although an organisation hires individuals for the skills they can provide the organisation with, this does not stop them from providing the organisation with the rest of their person which can prove to be helpful or problematic. There are times when individuals have certain values and the organisation has different values, this value incongruence is a determinant of an organisation’s effectiveness and thus it is important to look into it and address it. The topic of values is vastly broad and this essay will attempt to give a better understanding of individual values, organisational...
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...Cherie Heng Yi Ting (A0131713U) MNO2009 Individual Analysis Tutorial H01 The market for digital financial services is on the rise with a strong potential in creating an online platform to promote gamified social trading platform in a relatively unsaturated financial technology (Fintech) market. Current competitors Trade Hero and Ayondo (TechinAsia, 2016) focus on risk-free stimulated trading aimed towards competition and real life trading connection respectively in the mass market. Thus, in this online trading field, there is a missing social network that integrates gaming features for trading and education through forum sharing for youths. Insights from TradersHub, a failed start-up with a similar business model by Travis Ong (Annex A), can be adopted to understand how to successfully penetrate Singapore’s fintech market and be a recognised player in virtual trading, before extending and monetising the business. The main reason for TradersHub’s failure is due to their idealistic causation approach not bound by a realistic understanding of the industry. This exemplifies the need to balance the approach in an effectuative way by firstly analysing the fintech ecosystem for external factors that will shape the positioning of the business model (Forbes, 2016). Singapore has cultivated a conducive market that provides fintech start-ups with high availability of financial and developmental support. The high penetration rate of technology encourages the scalability...
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...ITU-T Technology Watch surveys the ICT landscape to capture new topics for standardization activities. Technology Watch Reports assess new technologies with regard to existing standards inside and outside ITU-T and their likely impact on future standardization. Previous reports in the series include: Intelligent Transport Systems and CALM Telepresence: High-Performance Video-Conferencing ICTs and Climate Change Ubiquitous Sensor Networks Remote Collaboration Tools Technical Aspects of Lawful Interception NGNs and Energy Efficiency Standardization Activities for Intelligent Transport Systems Distributed Computing: Utilities, Grids & Clouds The Future Internet ICTs and Food Security Biometrics and Standards Decreasing Driver Distraction ICT as an Enabler for Smart Water Management Using Submarine Communications Networks to Monitor the Climate Standards and eHealth The Optical World Trends in Video Games and Gaming ITU-T Technology Watch Report September 2011 Video gaming is a global phenomenon, a fast-moving multibillion dollar business, cutting across all age groups and gender. This ITU-T Technology Watch Report surveys some of the latest developments in the world of video games, describes the most common gaming platforms and terminals and highlights new technologies enabling a better gaming experience and associated standardization activities. http://www.itu.int/ITU-T/techwatch Printed in Switzerland Geneva, 2011 The rapid change of...
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...Ethics and Entertainment Christopher Stewart University of Phoenix ------------------------------------------------- ------------------------------------------------- ------------------------------------------------- ------------------------------------------------- ------------------------------------------------- Introduction ------------------------------------------------- The video game industry is powerful and incredibly profitable. Its $18 billion in annual sales, large workforce, and even larger consumer base makes it a lobby one would not want to attempt to regulate unduly. Yet, violence in America, especially among young people, is a known problem. Some research indicates that video games are a part of that problem. Indeed, playing video games may be linked to antisocial behavior and permissiveness about violent behavior. For this paper I highlight the importance of that issue - that violence and video gaming may be linked, and censoring gaming to reduce that link is politically problematic - but turn to a lesser know issue. Educational gaming, a form of gaming assumed to be without controversial content, can also be the subject of public censorship. ------------------------------------------------- Video Game Industry ------------------------------------------------- With over $18 billion in total sales and a workforce of more than 213,000 the video game industry has grown from a somewhat small portion of American entertainment to an industry...
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...of a technology, and then derives the user types who respond similarly to those hooks. Partnering with Psychster Inc., students in the University of Washington Master of Communication program in Digital Media (MCDM) applied this method to 236 Facebook users who rated the importance of 90 value-propositions via an online survey. The 6 user types that were found can be remembered by the acronym FBSIGN: 1. 2. 3. 4. 5. 6. Fans join interest groups based on politics, art, and music, and they often link their Facebook account to other websites. Branders prefer public to private networking, and they often use Facebook as a tool for business, building a personal brand, or accumulating social capital. Social-Searchers employ Facebook to learn about news, media, and entertainment, but they show little interest in apps and games....
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...of businesses that may deploy these networking sites to achieve competitive advantage 9 Small Businesses can take advantage of Social Media to achieve competitive Advantage 9 Utilize social media to build competitive advantage 10 Question 3 - What extensions could you bolt on to these existing networking sites to make them more attractive to business users? 10 “The ADAPT Model” 10 References 13 Abstract This article presents theoretical analysis on how social media influences the business environment. The use of social media is growing fast and has become the biggest and most popular avenue to connect with the world; share or exchange information and ideas in virtual communities. The social media websites creates a new era in grabbing new opportunities in business. Business activities such as promoting, marketing, customer relationship and sales can be done over the social media. With the rapid change of technology, it is vital to keep up with the current social media offering in order to engage with the customers. The use of social media continues to grow at outstanding rate, so it is necessary to develop and implement social media strategy to take advantage of the rapidly changing environment. Case Questions 1. Investigate the effects that social networking sites may have within the business environment. 2. Discuss the types and forms of businesses that...
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...Motivation is the driving force that causes the flux from desire to will in life. For example, hunger is a motivation that elicits a desire to eat. Motivation has been shown to have roots in physiological, behavioral, cognitive, and social areas. Motivation may be rooted in a basic impulse to optimize well-being, minimize physical pain and maximize pleasure. It can also originate from specific physical needs such as eating, sleeping or resting, and sex. Motivation is an inner drive to behave or act in a certain manner. These inner conditions such as wishes, desires and goals, activate to move in a particular direction in behavior. Contents 1 Types of theories and models 1.1 Motivational theories 1.2 Conscious and unconscious motivations 2 Psychological theories and models 2.1 Rational motivations 2.2 Intrinsic and extrinsic motivation 2.3 Push and pull 2.4 Self-control 2.5 Drives 2.6 Incentive theory 2.7 Escape-seeking dichotomy model 2.8 Drive-reduction theory 2.9 Cognitive dissonance theory 2.10 Content theories 2.10.1 Maslow's hierarchy of needs 2.10.2 Herzberg's two-factor theory 2.10.3 Alderfer's ERG theory 2.10.4 Self-determination theory 2.11 Temporal motivation theory 2.12 Achievement motivation 2.13 Cognitive theories 2.13.1 Goal-setting theory ...
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...A Literature Review of Gaming in Education Research Report Katie Larsen McClarty Aline Orr Peter M. Frey Robert P. Dolan Victoria Vassileva Aaron McVay June 2012 GAMING IN EDUCATION 1 About Pearson Pearson, the global leader in education and education technology, provides innovative print and digital education materials for preK through college, student information systems and learning management systems, teacher licensure testing, teacher professional development, career certification programs, and testing and assessment products that set the standard for the industry. Pearson’s other primary businesses include the Financial Times Group and the Penguin Group. For more information about the Assessment & Information group of Pearson, visit http://www.pearsonassessments.com/. About Pearson’s Research Reports Pearson’s research report series provides preliminary dissemination of reports and articles prepared by TMRS staff, usually prior to formal publication. Pearson’s publications in .pdf format may be obtained at: http://www.pearsonassessments.com/research. GAMING IN EDUCATION Abstract 2 The use of simulations and digital games in learning and assessment is expected to increase over the next several years. Although there is much theoretical support for the benefits of digital games in learning and education, there is mixed empirical support. This research report provides an overview of the theoretical and empirical evidence behind five key claims about...
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...small but significant body of research has begun to emerge, mostly in the last five years, documenting these benefits. In this article, we summarize the research on the positive effects of playing video games, focusing on four main domains: cognitive, motivational, emotional, and social. By integrating insights from developmental, positive, and social psychology, as well as media psychology, we propose some candidate mechanisms by which playing video games may foster real-world psychosocial benefits. Our aim is to provide strong enough evidence and a theoretical rationale to inspire new programs of research on the largely unexplored mental health benefits of gaming. Finally, we end with a call to intervention researchers and practitioners to test the positive uses of video games, and we suggest several promising directions for doing so. Keywords: video games, mental health, adolescents, social, motivation The game of Chess is not merely an idle amusement. Several very valuable qualities of the mind, useful in the course of...
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