The Capstone Project provides an opportunity for the student to apply the theoretical ideas and tools learned from other courses. The project is usually applied, rather than theoretical, exercise, and should focus on a real world problem related to the career goals of the student. The one-semester project may be completed in either the fall or sprong term of the senior year, and must be done under the supervision of a sponsoring faculty member. It considers basic concepts of law and legal process, in the U.
|Published (Last):||6 January 2012|
|PDF File Size:||18.66 Mb|
|ePub File Size:||4.38 Mb|
|Price:||Free* [*Free Regsitration Required]|
Gamification is the perhaps-unfortunate name for the growing practice of applying structural elements, design patterns, and psychological insights from game design to business, education, health, marketing, crowdsourcing and other fields. Over the past four years, gamification has gone through a cycle of over- hype and overblown disappointment common for technological trends.
Tapping into pieces of games Gamification involves two primary mechanisms. The second, more subtle but ultimately more effective, is to mine the rich vein of design techniques that game designers have developed over many years. Good games pull you in and carry you through a journey that remains engaging, using an evolving balance of challenges and a stream of well crafted, actionable feedback. Many enterprises now use tools built on top of Salesforce.
They show up in the results. Duolingo is an online language-learning app. The well integrated gamification is a major differentiator for Duolingo, which happens to be the most successful tool of its kind. With over 60 million registered users , it teaches languages to more people than the entire US public school system. Most of the initial high-profile cases of gamification were for marketing: for example, USA Network ramped up its engagement numbers with web-based gamified challenges for fans of its shows, and Samsung gave points and badges for learning about its products.
Soon it became clear that other applications were equally promising. Today, organizations are using gamification to enhance employee performance , promote health and wellness activities , improve retention in online learning , help kids with cancer endure their treatment regimen, and teach people how to code , to name just a few examples.
Gamification has potential anywhere that motivation is an important element of success. Gamification harnesses innate drives Gamification works because our responses to games are deeply hard-wired into our psychology.
They can also create a safe space for experimentation and learning. The surface dimension of gamification is motivation through rewards: Earn some points, top the leaderboard, get a badge, win a prize and repeat. Behaviorists such as the legendary B F Skinner called this operant conditioning, and it does work … to a point.
The systems that avoid these pitfalls take games seriously. Gamification systems that emphasize progression, provide well designed informational feedback, and look for ways to surprise and delight their players can remain engaging for the long haul. In the next stage, expect gamification features to be incorporated more consistently into software and content platforms, the way social media capabilities are today.
And look for systems to take advantage of the wealth of behavioral data from user interactions to refine their effectiveness, as online games have done for years. The next person you see glued to their phone or their computer screen just might be learning or doing their job. This article is published in collaboration with The Conversation.
Read the original article. Publication does not imply endorsement of views by the World Economic Forum. To keep up with the Agenda subscribe to our weekly newsletter.
Réussir un projet de gamification : les 6 étapes d’après Kevin Werbach et Dan Hunter