julia stiglitz pamela fox coursera

Achievement and Progress in Education: The Coursera Example

Coursera is hard at work transforming post-secondary education through its innovative partnerships and use of MOOC (Massively Online Open Course) approaches. Behind their breakneck success is the desire of learners around the world to progress in their own lives and achieve something greater than themselves. In this insightful session from GSummit SF 2013, Julia Stiglitz and Pamela Fox will share Coursera’s insights about the need for progress, what drives user behavior in a lifelong learning context, and how to deliver this sense of achievement intrinsically.

Want more GSummit videos? Be sure to also 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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Prominent Gamifiers – Naureen Meraj and Imran Sayeed of NTT Data

Seeing a company’s employees in a fully collaborative and effective setting is extremely hard to come by these days. As businesses continue to promote cutthroat strategies to encourage individual performance, teamwork is almost non-existent. In fact, it may get so bad that simply communicating with colleagues over an internet chat-platform even becomes tiresome, which also isn’t helped by the fact that most of these communication platforms are hard to understand and difficult to work with.

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Case Study: eLearning Tourism Training Tool Raised Engagement by 65%

Product eLearning has experienced huge growth in the travel and tourism sector in the last few years. In the UK alone there are over 300 free training courses available to travel agents. Organisations such as SeaWorld, Avis and British Airways have used eLearning as an advertising medium with transparent results and measurable ROI. However, eLearning didn’t just come out of the blue; we created it as a way to solve some problems specific to our problems in training within the travel industry.

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Gamification Maker Faire 2012 Highlights – Jerry the Bear

Without going to far into detail, this year’s Maker Faire at New York City’s Corona Park was absolutely incredible. I’ve been to the Hall of Science as a young child but over 15 years later, I felt as if I were transformed back into a child re-experiencing a world of wonder. However, this time – it wasn’t only the world of science I relived, I experienced the pinnacle of human creativity and engineering amassed by a wonderful eclectic group of engineers, artists, geeks, children, and parents all brought together to experience each other’s projects. The first story I would like to share today is from Sproutel co-founder, Aaron Horowitz, and his story about Jerry the Bear.

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wellness

Case Study: Vitality Squares – A Wellness Game of Chance

Vitality is an international, comprehensive and personalized wellness program, which from its origins in the 1990s incorporated basic gaming elements of points, status and awards. As we evolve we continue to ask ourselves: What mechanisms encourage our members to participate and get healthier? And moreover, how do we sustain and increase engagement over time?

To that end, we introduced Vitality Squares early in 2013, as an online health-themed game of chance that can be played by members once a month to earn points.

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The Winner Effect: How Success Affects Brain Chemistry

There’s a very interesting phenomena in biology I’ve been wanting to link to gamification called “the winner effect.” When any animal, from fish to humans, wins a contest, they have a large release of testosterone and dopamine in the brain. Over time this changes their brains structure and chemical makeup, making them more confident, smarter, and able to take on larger challenges than before.

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Providing Social Business Intelligence: Spigit Acquires Crowdcast

Spigit, the maker of collaborative innovation management software for enterprises, has recently acquired Crowdcast. Crowdcast provides social business intelligence solutions and raised $6M in Series A funding in 2010. Spigit is aiming to provide market services and solutions that give organizations the ability to gain insight on the collective intelligence of its professional network. Crowdcast will play the…

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The Gamification Co Workshop Series 2011 is Coming to a City Near You!

UPDATE: Our Workshop Series 2011 is now over. If you are still interested in keeping up with the fast-moving frontier of gamification, we will be offering an in-depth workshop at Gamification Summit New York on September 16, 2011. For information and registration, visit GSummit.com. We’re excited to announce that Gamification Co. has expanded its successful workshops…

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