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Lumosity and Gamification

Lumosity and Gamification

Avatar for Ali Ahmad Shazada

Ali Ahmad Shazada

September 15, 2015
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  1. 1. Company Brain training and research company 2. Domain Education

    and Learning – Brain Training • Gamified Tasks including  Memory  Attention  Speed  Problem solving skills  Flexibility
  2. 3. Target Audience • Between 20 and 40 who enjoy

    competitive environment http://blogs.wsj.com/digits/2013/11/05/small-brain-training-game-maker-getting-bigger/ Right now 70 Billion Users !
  3. 3. Purpose of Gamification • Brain Training exercises Excluding Traditional

    way Awarded with scores Feedbacks and rewards
  4. In the Beginning • Designed games to get starting point

     Memory  Attention  Speed  Problem solving skills  Flexibility
  5. Definition of Gamification • Game Elements  Promote Behavior Change

    Self-Determination Theory • User’s clear goal  Top Game score  Progress  Feedback https://en.wikipedia.org/wiki/Gamification
  6. • Performance of mates  Higher score  Passion •

    Interesting Factors  Colorful Backgrounds  Feedbacks  Rewards  User’s motivation
  7. Effective Gamification • User’s Change Behavior  Increase in Use

     No Negativity  Funny Experience http://www.forbes.com/sites/michellegreenwald/2014/09/15/gamification-in-everything-the-range- and-when-and-why-its-so-effective/
  8. Brain Performance Index (BPI) • Top Design Feature ; performance

    in 5 areas  Memory  Attention  Speed  Problem solving skills  Flexibility http://www.forbes.com/sites/michellegreenwald/2014/09/15/gamification-in-everything-the-range- and-when-and-why-its-so-effective/
  9. Weekly Plans • Different from one another  Addiction 

    Excitement  40 Gamified Tasks  Perfect Usable Experience https://www.interaction-design.org/courses/gamification-_creating_addictive_user_experience.html
  10. 2. Motivational video  Engage weak people  Inspire 

    Early Task completion http://www.clickz.com/clickz/column/2197031/motivation-action- and-triggers-a-model-for-influencing-online-behavior
  11. 4. Switch b/w Activities  Bored with some activities 

    Friendly and Enjoyable https://www.packtpub.com/packtlib/book/Web- Development/9781782168119/6/ch06lvl1sec38/The%20player's%20experience