charles coonradt

6 Principles for Making Work More Enjoyable From the Grandfather of Gamification

Whether you think gamification was coined in 2011, 2007, or even in 2002, there has been one man by the name of Charles “Chuck” Coonradt who has been talking about making work more enjoyable with play since the writing of the his book, The Game of Work, in 1984. Chuck has since applied his findings into making work more gamified for organizations ever since .

This past GSummit, Chuck was able to make it to our main stage to discuss some of the principles he learned  that can be adapted for making work more enjoyable.Check out his full talk in the video below.

Also, be sure to subscribe to our YouTube channel to get the latest videos from GSummit SF 2013 as they’re released. You can also download a copy of this presentation by downloading it here.

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angry birds yay

Is Angry Birds the Gateway to Gamification in the Classroom?

Many would argue that there is a clear distinction between videogames and the art of gamification since the latter specifically applies game mechanics to non-game contexts. However, with a generation brought up on videogames and the need to engage these children in the classroom, the lines are becoming ever more blurred.

Traditionally, one may think of gamification in the classroom as an instance where a game was specifically designed and implemented in order to achieve learning through the application of game mechanics. This embodies the stereotypical edu-tech games like Mavis Beacon where students are taught how to type more effectively through a series of challenges. Games like Mavis Beacon apply gamification through the use of game mechanics like rewards to incentivize completion (whether by points, badges or leveling up), leaderboards to instill competition amongst other participants, and analytics to track the progress of the player as well as overall implementation success.

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