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Adobe Increase Conversions | Bunchball

Learn how Bunchball helped Adobe experience a 4x increase from free trial to sales as new users learned the product & existing developed new skills
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how #Adobe used #gamification to convert free trial downloads into satisfied customers bunchball.com/customers/adobe via @Bunchball

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The Difference Between Gamification And Game-Based Learning

The Difference Between Gamification And Game-Based Learning | Gamification | Scoop.it
The Difference Between Gamification And Game-Based Learning
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Hack the Science of Behavior Change: Productivity Tip from Marshall Kirkpatrick

Hack the Science of Behavior Change: Productivity Tip from Marshall Kirkpatrick | Gamification | Scoop.it
Takeaway: If you know the first principles of behavior change, you’ll have the knowledge (aka superpower) to change or build any habit.
Marshall Kirkpatrick, founder and CEO of Littlebird, went...
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Motivation theories

Motivation theories | Gamification | Scoop.it
These are psychological theories about motivation.

 

Here are academic theories about motivation.

Acquired Needs Theory: we seek power, achievement or affiliation.

 

Activation Theory: We have a need for arousal.

 

Affect Perseverance: Preference persists after disconfirmation.

 

Attitude-Behavior Consistency: factors that align attitude and behavior.

 

Attribution Theory: we need to attribute cause, that supports our ego.

 

Cognitive Dissonance: non-alignment is uncomfortable.

 

Cognitive Evalution Theory: we select tasks based on how doable they are.

 

Consistency Theory: we seek the comfort of internal alignment.

 

Control Theory: we seek to control the world around us.

 

Disconfirmation bias: Agreeing with what supports beliefs and vice versa.

 

Drive Theory: We seek to satisfy needs.

 

Endowed Progress Effect: Progress is motivating.

 

ERG Theory: We seek to fulfill needs of existence, relatedness and growth.

 

Escape Theory: We seek to escape uncomfortable realities.

 

Expectancy Theory: We are motivated by desirable things we expect we can achieve.


Extrinsic Motivation: external: tangible rewards.

 

Goal-Setting Theory: different types of goals motivate us differently.

 

Intrinsic Motivation: internal: value-based rewards.

 

Investment Model: our commitment depends on what we have invested.

 

Opponent-Process Theory: opposite emotions interact.

 

Placebo Effect: We believe and respond to fakes.

 

Positive Psychology: What makes us happy.

 

Reactance Theory: discomfort when freedom is threatened.

 

Self-Determination Theory: External and internal motivation.

 

Self-Discrepancy Theory: we need beliefs to be consistent.

 

Side Bet Theory: aligned side-bets increase commitment to a main bet.

 

The Transtheoretical Model of Change: Stages in changing oneself.

 

Srinivasan Venkatarajan's insight:

http://changingminds.org/explanations/theories/a_motivation.htm

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Operant Conditioning

Operant Conditioning | Gamification | Scoop.it
A behavior will increase if it is followed by positive
reinforcement. It will decrease if it is followed by negative reinforcement.
Srinivasan Venkatarajan's insight:

How to bring about #Behavior Changes or Cultivate new Habit:


If you want someone to work harder, do not punish them when they do not work—reward them when they do. If you want them to stop smoking, make it unpleasant when they do rather than pleasant when they refrain.

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Habits are...

Habits are... | Gamification | Scoop.it
Habits are programmed ways of behaving. Here's how they work.
Srinivasan Venkatarajan's insight:
As Learning Professionals, one of challenges that we may face is to bring about behavior changes as a result of Learning Interventions. I strongly believe that inorder for that to happen, we need to embed Performance Support mechanisms & tools post the Learning Intervention to bring about those Behavior changes. 

 

And in that context, it is essential for us to understand what is "Habit", "Habituation", etc so that we can come up with appropriate Performance Support mechanisms. Here are some definitions or pointers that we need to note:

 

*************************************************

Habits are created by habituation, which is a process of conditioning whereby repeated triggers and actions become automated.

 

Habits are triggered by events, thoughts and situations, for example brushing teeth may be cued by getting up or finishing a meal. Triggers may be simple or may be a complex set of conditions.

 

 

....A common situation with habits is that we do not notice we are doing them and even find some comfort in them....

***************************************************

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Srinivasan Venkatarajan's curator insight, February 4, 2014 7:24 PM

As Learning Professionals, one of challenges that we may face is to bring about behavior changes as a result of Learning Interventions. I strongly believe that inorder for that to happen, we need to embed Performance Support mechanisms & tools post the Learning Intervention to bring about those Behavior changes. 

 

And in that context, it is essential for us to understand what is "Habit", "Habituation", etc so that we can come up with appropriate Performance Support mechanisms. Here are some definitions or pointers that we need to note:

 

*************************************************

Habits are created by habituation, which is a process of conditioning whereby repeated triggers and actions become automated.

 

Habits are triggered by events, thoughts and situations, for example brushing teeth may be cued by getting up or finishing a meal. Triggers may be simple or may be a complex set of conditions.



....A common situation with habits is that we do not notice we are doing them and even find some comfort in them....

***************************************************

 

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10 (+ 2) Things We Know about How to Design Games for Learning From...

10 Things We Know about How to Design Games for Learning From Research Karl Kapp Professor, Bloomsbug University January 22, 2014 @kkapp
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User and Player Types in Gamified Systems - Intrinsic

User and Player Types in Gamified Systems - Intrinsic | Gamification | Scoop.it

User Types Intrinsic. User and Player Types in Gamified Systems #Gamification

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Successful Gamification Case Studies - Nike+, Startbucks, US Army

Successful Gamification Case Studies - Nike+, Startbucks, US Army | Gamification | Scoop.it

Successful Gamification Case Studies - Nike+, Starbucks, US Army  #gamification #elearning

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Can game-based training really be as effective as traditional corporate training programs?

Yes! Game-based training can be just as effective—or even more effective—than more traditional e-learning programs or instructor-led training.

Game-based training programs bring together the best elements of e-learning software and hands-on instruction in an engaging and enjoyable environment that is directly relevant to real-life, day-to-day situations. Here are just a few reasons why our game-based training solutions can provide a training experience that is equal to (or better than) traditional corporate training:

Game-based learning is highly engaging and enjoyable.Online training games can provide a hands-on experience for a large workforce—anywhere and anytime.Skills learned in the game-environment are directly relevant to day-to-day tasks.Game-based training can be more cost effective than instructor-led, hands-on training.Each user can learn at his or her pace and is given opportunities to learn from mistakes.

As you can see, corporate training games can provide the convenience of e-learning software with the engaged experience of an instructor-led workshop in one neat package, which ultimately translates into a well-trained and effective workforce.

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How to measure Gamification ROI – mission impossible?

How to measure Gamification ROI – mission impossible? | Gamification | Scoop.it
Measuring ROI is an elusive task: you have external factors that affect the results; measuring the baseline is a subjective process; forecasting future impact is hard and even calculating the actual...
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Gamification in the Corporate Learning Context

Srinivasan Venkatarajan, PMP, Mini-MBA

Associate Director - Learning & Performance Consulting @ Cognizant

Srinivasan Venkatarajan's insight:

Gamification is the buzzword in every organization. But when it comes to Gamification in the context of Corporate Learning, unfortunately many organization do not know where to start, how to incorporate. And so they just start implementing something hoping to get some metrics to prove that it worked. 

Talking about Gamification in the Corporate Learning context, if one understood the difference between Structural Gamification, Content Gamification and Game Based Learning, they will be able to make right choice of what to Gamify, when to Gamify and how to Gamify. 

Structural Gamification: 
It is the application of Game elements to propel the learners through content but without having to make any changes to the Learning Content. The typical game elements that could used be in case of Structural Gamification are the PBLs (Points, Badges & Leaderboard). In my opinion you should implement Structural Gamification if... 
you want to create a Learning Culture in the Organization 
or 
You want to change the Learning Culture in the organization from "Push" (ie., forced to learn) to "Pull" (motivated to learn) 
or 
you want to improve the Learning Adoption in a group or business unit or geo 


Content Gamification: 
Here the Learning Content itself is altered by applying Game Elements (eg., challenges, mission/objectives, characters, etc) to make it look game-like but without completely turning the content into a game. I think Content Gamification can be used in situations where you want to improve the Knowledge Gain during the training and improve the Knowledge Retention & Learning Transfer on the Job post the training. 

Game Based Learning: 
Game Based Learning is where the course/learning intervention itself is designed as a game experience. ie., the learner would feel that the he/she is just playing the game but in the course of the game he/she has learnt a module. 
eg., make the players (learners in this case) find the pot of gold by answering 3 questions correctly. if they answer any question incorrectly, point them to the resources where they can learn the concept and again answer the question. And as the game progresses, increase the level of complexity of the questions so that they can master the subject/concept.

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Srinivasan Venkatarajan's curator insight, January 15, 2014 10:23 PM

Gamification is the buzzword in every organization. But when it comes to Gamification in the context of Corporate Learning, unfortunately many organization do not know where to start, how to incorporate. And so they just start implementing something hoping to get some metrics to prove that it worked. 


Talking about Gamification in the Corporate Learning context, if one understood the difference between Structural Gamification, Content Gamification and Game Based Learning, they will be able to make right choice of what to Gamify, when to Gamify and how to Gamify. 

Structural Gamification: 
It is the application of Game elements to propel the learners through content but without having to make any changes to the Learning Content. The typical game elements that could used be in case of Structural Gamification are the PBLs (Points, Badges & Leaderboard). In my opinion you should implement Structural Gamification if... 
you want to create a Learning Culture in the Organization 
or 
You want to change the Learning Culture in the organization from "Push" (ie., forced to learn) to "Pull" (motivated to learn) 
or 
you want to improve the Learning Adoption in a group or business unit or geo 


Content Gamification: 
Here the Learning Content itself is altered by applying Game Elements (eg., challenges, mission/objectives, characters, etc) to make it look game-like but without completely turning the content into a game. I think Content Gamification can be used in situations where you want to improve the Knowledge Gain during the training and improve the Knowledge Retention & Learning Transfer on the Job post the training. 

Game Based Learning: 
Game Based Learning is where the course/learning intervention itself is designed as a game experience. ie., the learner would feel that the he/she is just playing the game but in the course of the game he/she has learnt a module. 
eg., make the players (learners in this case) find the pot of gold by answering 3 questions correctly. if they answer any question incorrectly, point them to the resources where they can learn the concept and again answer the question. And as the game progresses, increase the level of complexity of the questions so that they can master the subject/concept.

 

-  by

Srinivasan Venkatarajan, PMP, Mini-MBA

Associate Director - Learning & Performance Consulting @ Cognizant

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games-based-learning and g-Learning blog: 12 Apps to Gamify All ...

games-based-learning and g-Learning blog: 12 Apps to Gamify All ... | Gamification | Scoop.it
This is a list of apps which gamify different aspects of people's lives. The ways they do this are interesting and varied. From encouraging children to help out around the house by it allowing them to win rewards and level up ...
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The Speed Camera Lottery - The Fun Theory - YouTube

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‘The fun theory’ – an initiative of #Volkswagen on the use of gaming to help increase respect for speed limits youtu.be/iynzHWwJXaA

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Play to Learn: 100 Great Sites on Gamification | top5onlinecolleges.org

Play to Learn: 100 Great Sites on Gamification | top5onlinecolleges.org | Gamification | Scoop.it

These sites have some of the most insightful information and best ideas about how to use Gamification to significantly improve education for everyone.

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Spaced repetition - Wikipedia, the free encyclopedia

Spaced repetition

Spaced repetition is a learning technique that incorporates increasing intervals of time between subsequent review of previously learned material in order to exploit the psychological spacing effect. Alternative names include spaced rehearsal, expanding rehearsal, graduated intervals, repetition spacing, repetition scheduling, spaced retrieval and expanded retrieval.

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Classical Conditioning

Classical Conditioning | Gamification | Scoop.it
If a stimulus that results in an emotional response is
repeated alongside another stimulus which does not cause an emotional response,
eventually the second stimulus will result in the same emotional
response.
Srinivasan Venkatarajan's insight:

How to bring about #Behavior Changes or Cultivate new Habit:  Classical Conditioning http://t.co/mmyHj7qyCi  #Gamification

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Games, Gamification, and the Quest for Learner Engagement

Games, Gamification, and the Quest for Learner Engagement | Gamification | Scoop.it
Game-based learning can turn disconnected, bored learners into engaged participants.
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User and Player Types in Gamified Systems - Extrinsic

User and Player Types in Gamified Systems - Extrinsic | Gamification | Scoop.it

User Types Extrinsic. User and Player Types in Gamified Systems #Gamification

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Different Types of Game-Enhanced Learning

Different Types of Game-Enhanced Learning | Gamification | Scoop.it

Different Types of Game-Enhanced Learning Infographic

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Gamification - The path to employees engagement

Gamification - The path to employees engagement | Gamification | Scoop.it
In today's business environment, managers are constantly pressed to produce results, usually through industry-specified KPIs - setting challenging targets to be achieved on a day-to-day basis....
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Gamification introduction by GamEffective

Gamification introduction for additional information, visit us in www.gameffective.com
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Nano Tools for Leaders XXXVII

Nano Tools for Leaders XXXVII | Gamification | Scoop.it
Staying Motivated: Five Renewal Rituals Nano Tools for Leaders® are fast, effective leadership tools that you can learn and start using in less than 15 minutes — with the potential to significantly...
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