Ball State Achievements: Improving Learning Outcomes and Student Retention

Last time, we featured Ball State University Achievements program coordinator, Scott Reinke to talk about the university’s student engagement app, Ball State Achievements. Developed in-house, the mobile application helps at-risk students engage with the university ecosystem and improve learning outcomes in higher education.

Watch the full interview below to learn about:

  • Why did the team chose a mobile platform to deliver content to its target audience?
  • What were the results since the program’s launch? Were there findings that surprised the team?
  • How did the team designed the actionable tasks found on the platform?
  • Why did the team not rely on extrinsic rewards such as prize money and gift cards to incentivize user actions?
  • What were the challenges for creating a gamified solution for a higher education setting?
  • What is the team’s vision for the future? Would this type of gamification platform be scalable for a larger higher education ecosystem?

Watch the video, listen on the audio podcast or subscribe to our iTunes channel below. Be sure to catch our next episode of the Gamification Revolution.

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Gamified Tutorial For College Courses Pre-Registration

The New York University Polytechnic School of Engineering is a comprehensive university of engineering, applied science, and technology. Its 150 year history of education makes it one of the oldest engineering schools in the United States. With campuses in Brooklyn, Manhattan, Abu Dhabi, and Shanghai it is also a multi-cultural, global institution.

When the NYU Polytechnic changed their course registration procedure to a more self-service approach, they hoped it would lead students to take more ownership of their course of studies. Whereas before the students would be presented with a schedule and entered into courses by university staff, students would find and register for classes themselves through the new gamified tutorial system.

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Improving Your Business English With Wall Street Journal’s Newsmart

On the theory that the best way to learn “business” English is by reading the Wall Street Journal and other publications of Dow Jones & Co., the WSJ has launched an online video-driven educational program called Newsmart. A subscription based service, Newsmart proposes to use game based learning to teach business English to non-English speakers by exposing them to actual WSJ articles and videos drawn from the general areas of business, finance and technology news. Once the learner has read or viewed the media, she is guided through an array of exercises intended to test comprehension and to both teach and improve vocabulary and grammar. A beginning user is also offered the opportunity to self-test on a TOEFL interface presumably to assist the student in determining the proper entrance level.

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Developing Literacy Skills with Video Games in Education

Games in education are nothing new. Because of their strategic nature that they share with subjects such as math, reading and writing, games have been used in the K-12 curriculums for decades. What is new is the use of a specific type of game for these subjects: the video game. This is especially the case with language arts. Like comic books, video games (including computer or PC games) in language arts curriculum have been controversial over whether they’re appropriate learning tools. This is because of the violent and seemingly trivial subject matter that video games have been stereotyped with. Besides this, its very graphic nature, moving pictures, has connoted the video game to be as mind-numbing as television has typically been made to seem. Like TV, the video game has been turned into an enemy of the traditionally more academic medium: the book. But these stereotypes are being broken more and more each day. Video games are showing capability of teaching the necessary literacy skills kids need to survive both in their studies and in the workplace later in life.

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Virtonomics: Business Simulation Platform for Education

Virtonomics is a strategic online business game that gathers over 1 million players worldwide. A virtual economy, fully populated by sentient people – businessmen and businesswomen, entrepreneurs, university and college students and overall smart individuals forming a friendly, business oriented community since the game was released in 2006 , December 11. Players are keen to share their knowledge and experience, explain how to implement successful business strategies and grow your company exponentially.

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Gamification Research in Poker Suggests Artificial Intelligence Applications

Part of what makes Texas hold ‘em poker intriguing to watch is that it’s a game where some of the cards are visible to all – both the players in the game and any spectators who are watching. This type of poker is what’s called an imperfect information game – all the players know different pieces of information about the elements in play. This kind of thinking has implications for technology, Slate reports.

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Gamified Design Review: A Follow-up Analysis Of Duolingo (part 2)

Although I haven’t been particularly interested in getting my Duo a fancy robe or other sort of outfit, users that get a kick from customizing their avatar probably do so. Let’s take a peek behind this door and imagine for a second the opportunities by further developing user avatars’ customizing options. I wonder if the app creators have considered the business deals that could potentially come together on this end.

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Georgetown University Applies Gamification To Teach The US Constitution

The Washington Examiner recently ran a story about a new video game that teaches the United States Constitution by casting the student players in the role of constitutional lawyers. The game is called “Do I Have a Right,” created by a company called iCivics. Playing the game is part of a three-week college-level course run by Georgetown University in Washington D.C. that teaches high school students subjects ranging from international relations to politics as part of a summer program run by the Junior State of America.

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Gamified Design Review: A In-depth Analysis Of Duolingo

Duolingo has become a hot topic in recent reviews that underline both its pioneer path in the demonetization of online education, as well as its success rate since it first launched. Without a doubt, its gamified design plays a significant role in this success, which itself has obtained the attention of investors interested in its expansion. Duolingo is an online application currently available for use in 21 different languages, offering a free learning experience for 13 different languages.

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Reliving WWI Flight History with Mobile Gamification App: Ace Academy

For many students, a field trip to the museum is a break from the classroom but to others it’s not much more fun than school. However, mobile gamification apps can give students a real escape while engaging them in the subject matter of the museum. These apps can turn museum visits into interactive adventures. Canada Aviation and Space Museum’s Ace Academy is one of these apps. It takes a visitor on a “time-trip” to World War I flight navigation training.

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