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Introducing Mozilla Webmaker badges

Introducing Mozilla Webmaker badges | Gamify Online Learning | Scoop.it
A new way to teach, learn and get credentials for digital skills [caption id= align=alignnone width=500] Mozilla's Erin Knight launching Webmaker badges today -- with ...
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9780262518819_Stealth_Assessment.pdf?goback=%2Egde_138953_member_275598594#%21

Gina Anderson CEO Mopi16 's insight:

This is what we have been waiting for...the #research to explore #gamification. 

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Digital badges and VTC – the key to a more qualified workforce? | PublicSectorView.com

Digital badges and VTC – the key to a more qualified workforce? | PublicSectorView.com | Gamify Online Learning | Scoop.it

In previous posts on the Public Sector View, we looked at Massive Open Online Classes, or MOOCs for short. MOOCs are essentially free online classes that students across the globe can participate in. MOOCs are often recorded with video teleconferencing (VTC) solutions and posted online for students to digest when their schedule allows.

 

We’ve discussed the benefits that MOOCs can deliver, including the ability to better prepare students for college and enabling students to “sample” different courses and areas of study. However, the accreditation of MOOCs has been a sticking point. Schools have struggled to identify a way for students to get credit or recognition for the MOOCs they’ve completed.

 

This is starting to be rectified as the American Council on Education (ACE), an influential higher education association that represents the presidents of U.S. accredited, degree-granting institutions, has begun to approve MOOC courses for college credit recommendation.

 

However, there may be a new technology that could provide students with an additional avenue for demonstrating the skills and knowledge they’ve gained from MOOCs and other online courses – digital badges.

 

Digital badges are an online representation of a skill that a student has earned. Badges can be earned from classes or even real world experiences. And with the introduction of Mozilla’s Open Badges – a free, open-source software solution – these badges can now be easily displayed online and multiple badges from myriad classes and experiences can be strung together to provide a better picture of a student’s skills and abilities.

 

With a forum to aggregate and display badges now available, the digital badge concept allows students, or even working professionals, to take part in MOOC classes and easily illustrate their accomplishments and new skills to future or current employers.

 

Click headline to read more--


Via Chuck Sherwood, Senior Associate, TeleDimensions, Inc
Gina Anderson CEO Mopi16 's insight:

We just released Open Badges and see that it provides professionals with the opportunity to display their knowledge in a fun, engaging way. Instead of printing off a training certificate, now they can showcase their knowledge worldwide. 

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Innovation Excellence | 10 Emerging Educational Technologies & How They Are Being Used Across the Globe

Innovation Excellence | 10 Emerging Educational Technologies & How They Are Being Used Across the Globe | Gamify Online Learning | Scoop.it
For over a decade, the New Media Consortium (NMC) has been charting the landscape of emerging technologies in teaching, learning, and creative inquiry on a global scale.
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Game-Based Learning Ideas from ISTE | Edutopia

Game-Based Learning Ideas from ISTE | Edutopia | Gamify Online Learning | Scoop.it

Posted by ryan Schaff

 

"Andrew Miller at Edutopia summarizes the wonderful tools and resources he found at the annual ISTE convention in Texas. These resources (which are all free) help educators craft meaningful game-based learning experiences for the classroom. I am really looking forward to exploring the Educade for potential learning activities and games for future instruction.”


Via Jim Lerman
Gina Anderson CEO Mopi16 's insight:

This has a K12 focus but there are ideas in here that are applicable to many domains. 

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Jim Lerman's curator insight, July 17, 2013 1:56 PM

Gret resources to dig into.

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Using Gamification to Create an Engaged Enterprise | Loyalty360.org

Using Gamification to Create an Engaged Enterprise | Loyalty360.org | Gamify Online Learning | Scoop.it
The amount of information we’re exposed to has exploded. According to the New York Times, the average American worker consumes 34 gigabytes of information and reads 100,000 words in a single day.
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Gamification Market: Worldwide Market Forecasts and Analysis (2013 - 2018)

Gamification Market: Worldwide Market Forecasts and Analysis (2013 - 2018) | Gamify Online Learning | Scoop.it
Rockville, MD | 6/11/2013 | PRWeb – MarketResearch.com announces the addition of a new market research report in Marketing & Market Research to their product offering: Gamification Market [(Consumer Gamification, Enterprise Gamification) by Deployment...
Gina Anderson CEO Mopi16 's insight:

This will be an interesting report to see what the market research is saying. In the fall, I did a pretty extensive literature review and there wasn't much emperical research on gamification. 

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Rescooped by Gina Anderson CEO Mopi16 from The Marketing Technology Alert
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If Gamification Can Make College Fun, Imagine What It Can Do for Your Marketing - Profs

If Gamification Can Make College Fun, Imagine What It Can Do for Your Marketing - Profs | Gamify Online Learning | Scoop.it

Key excerpt...

 

As you can see, gamification can also work in marketing. Just keep these four things in mind.

Identify the behavior(s) you want to modify. Don’t simply use gamification tools to make something more fun; make it more fun with a goal in mind.Know your audience. Every audience has different needs and will respond to certain triggers in different ways. Use a trigger that appeals to your customers and makes sense.Set realistic goals. Goals should be attainable, but they shouldn’t be no-brainers. Folks have to do some work to feel a sense of accomplishment.Recognize and reward. One of the most powerful features of gamification is the social aspect. Ensure that people are rewarded for doing what you want them to do and encourage social sharing of good news. People love to see their names in lights!

So, how can you challenge your customers? How can you give them something that they care deeply enough about to impact a particular behavior? The answer is different for every company, for every customer base, and for every behavior—but gamification can be done in a fun and engaging way. It’s all about finding the right levers to pull!


Via iNeoMarketing
Gina Anderson CEO Mopi16 's insight:

Having a goal of why to use #gamification is essential. This article speaks to a key that we are finding at our company. The social aspect of it is essential because the points and badges will fade, butt the social connection will provide them a way to make meaningful connections, be recognized and continue to want more. 

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Gina Anderson CEO Mopi16 's curator insight, May 23, 2013 7:59 AM

Having a goal of why to use #gamification is essential. This article speaks to a key that we are finding at our company. The social aspect of it is essential because the points and badges will fade, butt the social connection will provide them a way to make meaningful connections, be recognized and continue to want more. 

Brandon Olander's curator insight, July 1, 2013 2:53 PM

Gaining insight into gamification and the potential for other markets to use the gaming enviroment to promote sales. Could the connection between customer loyalty and buying behavior? What do you think?

Virtual TV Media (VTM)'s curator insight, July 2, 2013 11:37 PM

1. Identificar el comportamiento que se desea modificar.

2. Conocer la audiencia.

3. Establecer metas reales.

4. Reconocer y premiar.

Rescooped by Gina Anderson CEO Mopi16 from Online communities and Social Gaming
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Forrester's Kim Celestre On Using Gamification To Engage Communities

Kim Celestre, Senior Analyst with Forrester Research, Inc. talks about how gamification is successfully being used to engage customer communities as well as ...


Via Deepti Sachdeva
Gina Anderson CEO Mopi16 's insight:

What Mopi16 is finding is that recognition is key when it is coupled with #gamification. It isn't about the reward, point, or badge, it is what you do with it, that really matters to employees. 

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Deepti Sachdeva's curator insight, March 23, 2013 9:59 PM
On using #gamification for engaging both employee and customers..
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STEM City

STEM City | Gamify Online Learning | Scoop.it

The goal of this experience is to show you the possibilities of how a STEM City experience can be used for your organization.
 

What follows is an attention test. How do you stack up? http://www.stemcity.com/?q=mopi16

Gina Anderson CEO Mopi16 's insight:

This is a fantastic example of using visual images to engage users and keep their attention. Beats webinars and PowerPoints! Jump in and see how you stack up! Why can't all learning be this fun?  

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Rescooped by Gina Anderson CEO Mopi16 from Online Learning Today's Learner
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Serious business of gaming

Serious business of gaming | Gamify Online Learning | Scoop.it

"Gamification, gamefullness and alternative reality sound like fun, but as Anna Jackson explains, they are important and serious gaming concepts."


Via The Digital Rocking Chair, Gina Anderson CEO Mopi16
Gina Anderson CEO Mopi16 's insight:

I keep reading blogs and white papers about the power of gamification. The researcher in me wants ot pin point the draw and see which use has the most impact for retention and learning. From our initial research, I suspect an element of public recognition may be key.

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Matmi's curator insight, March 28, 2013 6:55 AM

Like this author states - gaming is a serious business. Games are no longer just a teengage boys hobby - they are a serious revenue generating tool. More and more people from all walks of life are playing casual mobile games so there is even more of a need for businesses to be ahead of the game ( excuse the pun ) and have their own game developed to get customers interacting with their brand.

Gina Anderson CEO Mopi16 's curator insight, May 2, 2013 10:07 AM

I keep reading blogs and white papers about the power of gamification. The researcher in me wants ot pin point the draw and see which use has the most impact for retention and learning. From our initial research, I suspect an element of public recognition may be key.

Danny Ong's curator insight, September 24, 2013 1:26 AM

In this article, it is shown how people applies gaming-related concepts into their daily activities. Therefore, if we could apply the same concepts when it comes to businesses, plenty of improvement will be seen among the people. One of the example is Foursquare giving people achievements if they had logged into several places using Foursquare. If this concept is applied to the business people, there might had a chance they are motivated by the rewards that will be given if they done an excellent job.

Rescooped by Gina Anderson CEO Mopi16 from Online Learning Today's Learner
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Learner-Centered Tools to Support #Gamification

Learner-Centered Tools to Support #Gamification | Gamify Online Learning | Scoop.it

If an experience is learner-centered, then learners have control over how they engage and interact with the content, when they engage with the content, and with what devices they want to use to engage online. While in this platform, the administrator is deciding what content should be included in a Collection, the user decides the rest.

Gina Anderson CEO Mopi16 's insight:

Content delivery is often driven by the administrator. Each user comes to the experience with their own interests, motivation, and prior knowledge. This tool provides flexibility to the adminstrator but ultimately allows users to customize what they need to know, when they want to know it, and earn rewards while doing it! 

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Gina Anderson CEO Mopi16 's curator insight, April 19, 2013 11:17 AM

When you take a training you often forget the information by the time you need to lose it. This took is a great way to create learner-centered instruction On Demand so the users have the content when they need it. 

Too may times we lose site of our end users! Check it out! 

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46 Tools To Make Infographics In The Classroom

46 Tools To Make Infographics In The Classroom | Gamify Online Learning | Scoop.it

Infographics are interesting–a mash of (hopefully) easily-consumed visuals (so, symbols, shapes, and images) and added relevant character-based data (so, numbers, words, and brief sentences).

The learning application for them is clear, with many academic standards–including the Common Core standards–requiring teachers to use a variety of media forms, charts, and other data for both information reading as well as general fluency...


Via Baiba Svenca, Mayra Aixa Villar
Gina Anderson CEO Mopi16 's insight:

Gamification can utilize infograph to create images that we can recall later. 

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maite collados's curator insight, January 14, 11:24 AM

Las infografías son una herramienta muy útil por su factor visual: en poco espacio y de forma visulamente agradable y atrayente, engloba datos y relaciona conceptos.

ManufacturingStories's curator insight, July 30, 7:50 AM

For more resources on Social Media & Content Curation visit http://bit.ly/1640Tbl




Cynthia Day's curator insight, July 30, 2:45 PM

apps

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Mopi16 On Demand

Mopi16 On Demand | Gamify Online Learning | Scoop.it
Gina Anderson CEO Mopi16 's insight:

It is important to know what content people access and find meaningful so you can provide just-in-time knowledge. OnDemand eNuggets Analytics , gives you that power! 

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Rescooped by Gina Anderson CEO Mopi16 from Digital Delights - Avatars, Virtual Worlds, Gamification
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To Game or Not to Game? The Best Ways to Use Games for Learning

To Game or Not to Game? The Best Ways to Use Games for Learning | Gamify Online Learning | Scoop.it
So, you think you want to use a game to help people learn. You've got the what, but do you know the why and the how?

There are many reasons to use games for learning...

Via Ana Cristina Pratas
Gina Anderson CEO Mopi16 's insight:

Just like any learning experience, you have to decide what your enduring understandings are and your learning outcomes. If the activities do not support or align with your objectives, then you shouldn't choose a game for a sake of a game. 

 

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Deborah Banker's curator insight, August 15, 2013 4:37 PM

Interesting.

Gina Anderson CEO Mopi16 's comment, August 19, 2013 2:20 PM
@Mike cool. Looks like we have gone done similar paths. Good luck to you!
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Gamification of Health Products, by Anna Sort

“@gamkt: Interesting intro video about #gamification of Health Products by our #GWC12 speaker and friend @LostNurse http://t.co/hSaP1wJOjm”;
Gina Anderson CEO Mopi16 's insight:

This video provides some inisght into ways #gamification is used in health products. 

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Rescooped by Gina Anderson CEO Mopi16 from The Marketing Technology Alert
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Winning at Their Own Game: The Business Benefits of Gamification - OnlineBusinessDegree.org

Winning at Their Own Game: The Business Benefits of Gamification - OnlineBusinessDegree.org | Gamify Online Learning | Scoop.it
Fun and games go hand-in-hand, and businesses have started to harness the power of that winning combo for their own benefit. This clever pairing is officia

Via iNeoMarketing
Gina Anderson CEO Mopi16 's insight:

There are many ways to incorporate gamification to increase motivation and interest. I am looking forward to examining the reserach behind the games to see what it is that creates the increase interest. 

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iNeoMarketing's curator insight, June 12, 2013 6:35 AM
  • See the article at www.onlinebusinessdegree.org
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  • If you like this scoop, PLEASE share by using the links below.
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TechnologyAdvice's curator insight, June 12, 2013 3:59 PM

Gotta Love Case Studies.

Claudia McFarlane's curator insight, July 25, 2013 6:19 AM

Infographic

Rescooped by Gina Anderson CEO Mopi16 from It's All Social
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Cognitive Ethnography: a Method for Design, Measure, and Analysis of Game Studies, Multimedia Learning for Design, Academic Performance, Leisure Studies, and Professional Development | Video Games ...

Cognitive Ethnography: a Method for Design, Measure, and Analysis of Game Studies, Multimedia Learning for Design, Academic Performance, Leisure Studies, and Professional Development | Video Games ... | Gamify Online Learning | Scoop.it
Cognitive Ethnography: a Method for Design, Measure, and Analysis for Multimedia Learning and Design: This monograph describes cognitive ethnography as a method of choice for game studies, multimedia learning, professional development, leisure...

Via Mark Oehlert
Gina Anderson CEO Mopi16 's insight:

Being a researcher I was interested to explore this specific design.

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7 Ways to Gamify to Increase Loyalty – and Sales

7 Ways to Gamify to Increase Loyalty – and Sales | Gamify Online Learning | Scoop.it
Designers of video games, from Super Mario Brothers in the 1980's to Call of Duty in the 2000's, were living in a world abundant with data about player activity. Every time you moved, jumped, shot, (Gamification is more than just a buzz word.
Gina Anderson CEO Mopi16 's insight:

We are drawing on these same strategies with our OnDemand platform. http://ondemand.mopi16.com/about ;

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Rescooped by Gina Anderson CEO Mopi16 from Online Learning Today's Learner
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6 Easy Steps to Use Gamification in Your Classroom

6 Easy Steps to Use Gamification in Your Classroom | Gamify Online Learning | Scoop.it
I come across this awesome graphic while I was pooling resources for an article I am preparing on gamification in education. I will be sharing with you some great resources on this topic in the next...

Via Kent Wallén, Gina Anderson CEO Mopi16
Gina Anderson CEO Mopi16 's insight:

This article gives you the simple steps and big ideas of gamificaton. It is is new to you, then you may want to check out this infographic. 

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Gina Anderson CEO Mopi16 's curator insight, May 30, 2013 7:51 AM

This article gives you the simple steps and big ideas of gamificaton. It is is new to you, then you may want to check out this infographic. 

Rescooped by Gina Anderson CEO Mopi16 from Teacher Learning Networks
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The Neuroscience At The Heart Of Learning And Leading

The Neuroscience At The Heart Of Learning And Leading | Gamify Online Learning | Scoop.it

 "Joshua Freedman (@eqjosh) shares the science behind what's going on inside your head. Emotional intelligence, he says, is the difference that makes the difference.


Via Linda Alexander
Gina Anderson CEO Mopi16 's insight:

I recently studied mirror neurons. Mirror neurons explain why we react when we watch sporting events and why we can have empathy for people. This article gives you an overview of how our brain impacts our emotional intelligence. However, this PBS video provides a great visual preference if you'd rather watch a short video, http://video.pbs.org/video/1615173073/  In any case, I ami ntrigued how understanding these neruons can provide insight for us as to how we should we engage people in gamification and mlearning experiences. 

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DML Hub

DML Hub | Gamify Online Learning | Scoop.it
This is the official website of the Digital Media and Learning Research Hub, a non-profit organization advancing research in the service of a more equitable and participatory ecosystem of learning keyed to the digital and networked era.
Gina Anderson CEO Mopi16 's insight:

Want a place to go looking for ideas for creating #digital e#learning xperiences. I found the hub for you! 

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Infographic: The Neurology of Gaming

Infographic: The Neurology of Gaming | Gamify Online Learning | Scoop.it
Gina Anderson CEO Mopi16 's insight:

While people are interested in games, we really need to focus on the cognitive science behind gaming. With new imaging technologies that have become available, cognitive science is an exciting field to be part of! 

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Gina Anderson CEO Mopi16 's comment, May 15, 2013 8:06 AM
@hxdvancouver thanks for the rescoop. If you are interested in gamification and learning, be sure to connect with me on Linked In if you ever want to explore options in health care.
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GAwards 2013 Winners: The Best in Gamification - Gamification Co

GAwards 2013 Winners: The Best in Gamification - Gamification Co | Gamify Online Learning | Scoop.it
What are the best examples of gamification?
Gina Anderson CEO Mopi16 's insight:

If you are not familiar with #gamification, you can check out some recent winners of gamification to give you some ideas. 

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Rescooped by Gina Anderson CEO Mopi16 from MOOC News Collection
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How 7 Education Technology Platforms Have Chang...

How 7 Education Technology Platforms Have Chang... | Gamify Online Learning | Scoop.it
From iTunesU to YouTube EDU, how 7 education technology platforms have changed how we learn.

Via Devrim Ozdemir, Ph. D.
Gina Anderson CEO Mopi16 's insight:

Technology continues to change the way we learn. 

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Retailers turning to gamification to lure shoppers back to stores | Driving Competition | Executive | Financial Post

Retailers turning to gamification to lure shoppers back to stores | Driving Competition | Executive | Financial Post | Gamify Online Learning | Scoop.it
With many shoppers gravitating to online buying destinations, physical retailers have had to find new ways of engaging shoppers, including new gaming mechanisms available through mobile technology.

Via Pekka Puhakka
Gina Anderson CEO Mopi16 's insight:

Gamification is applicable in almost every discipline. We can see how it can also be motivating to learners. 

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