Andrea Kuszewski gsummit

Andrea Kuszewski on The Science of Motivation: Neurology, Psychology, Gamification

Gamification has proven to be a powerful tool in driving change across nearly all environments—business, personal goals, even education. What is it about gamification that makes it so successful in changing behavior? It isn’t just about points or badges, or earning little gold stars. The best gamification strategies are all about engagement, driven by motivation.

Science tells us that motivation is the single most important factor when it comes to learning and changing behavior—far more important than breadth of skill, or even innate talent. Increase motivation, and you will increase learning—surpassing limits in ways you never imagined—no matter the subject, domain, or context.

Join cognition expert Andrea Kuszewski for a lively, non-technical discussion of the science of motivation, dissecting that ‘magical’ process going on in the brain that is such a critical factor in engagement and learning in this GSummit SF 2013 talk. Watch the full 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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Gabe’s Gamification Revolution Review: Episode 14

Each week on the Gamification Revolution web show, Gabe Zichermann answers all your burning gamification questions LIVE every Monday at 1pm ET/10am PT/1800 GMT at http://gamification.co/live. This week’s show features Kevin Werbach, Professor at the Wharton School of University of Pennsylvania and professor of the Coursera Gamification Course. Here’s a rundown on some of the topics they spoke about:…

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Emory Uses Halo To Teach Women’s, Gender, and Sexuality Studies

Starcraft II teaches game theory and multivariable calculus. World of Warcraft gives insight to instructors on how they should structure the classroom environment. Minecraft has even become mandatory in a Swedish school’s curriculum as it teaches urban engineering concepts. To add to this growing list of games for education, Emory PhD Student Samantha Allen has incorporated Halo into her lesson plans for teaching intersectional theories of oppression for her Women’s, Gender, and Sexuality Studies (WGSS) introductory course. This is what I would call an interesting juxtaposition as it bridges the gap between the macho Halo protagonist, Master Chief with sensitive global issues of rights and accessibility to all.

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Gamification Roundup – June 4, 2012

This week on the Gamification Roundup, we got gamification expansion. In the news provided today, see how gamification is expanding in the industry in innovation and industry: Badgeville nets $25 in  funding. Sensum gamifies the sweat on your skin. Zurmo releases its open-source and gamified CRM platform in beta. Pug Pharm aims to create a unified gamification/analytics…

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