E-Learning-Inclusivo (Mashup)
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What the Heck is... Gamification? via @BernardMarr

What the Heck is... Gamification? via @BernardMarr | E-Learning-Inclusivo (Mashup) | Scoop.it

Marty Note
Great post here by a new to me but smart and gets it marketing author Bernard Marr on Linkedin. I posted a comment at the end sharing a link to one of my most popular Haiku Decks - Gamifying Content Marketing http://shar.es/1ag0sH.

Didn't do that to hone in as much as add in. Bernard's post shares some good examples of different gamification applications. The trend in HR and other internal departments to gamify is proving powerful.

I'm interested in the S/R curve of B2C ecommerce websites and find, especially in a connected mobile time, many places where "play" can create the tribes, support and engagement we lucky few Internet marketers crave and are finding harder and harder to create.

Great post, horrible photo (at least for me), so didn't perpetuate it here. Bernard's post is worth a read if you are new to gamification and he is a solid follow. M



Via Martin (Marty) Smith
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Four Principles For An Open Digital World - author Don Tapscott TED Talk Video

4 Principles of A Networked World
Macrowikinomics author Don Tapscott shares great examples of his 4 emerging principles of our new digital world including:

* Collaboration.

* Transparency.

* Sharing.
* Empowerment

Marty Note
I found the discussion of the commons and the example of starling flocking behavior (at the end) the most resonant. I'd heard about the gold mine several times and agree with Tapscott - crowds are the key to our web future.

At Curagami we've been working on what it means to create online community. CTSE (Collaboration, Transparency, Sharing, Empowerment) are the table stakes of this new poker. We would add:

* Communication.
* UGC.
* Gamification.

Communication within and around the hub is a CSF (Critical Success Factor) for online community. You need to be able to follow and communicate with me and vice versa.

User Generated Content must be listened to, valued and rewarded with gamification or its a one-time "one and done" thing.


Via Martin (Marty) Smith
malek's curator insight, September 2, 2014 1:00 PM

Highly engaging presentation. Gone are the days of Security and Reliability as the principles of a Networked world. The C-generation is pulling us to the CTSE world.