Pete Jenkins, founder and CEO of GAMIFICATION+, discusses how combining big data and gamification can increase player engagement at ChangSchoolTalks 2018 on May 3, 2018. He explores how massive volume data analysis can be used to improve the gaming experience in educational or workplace environments. By examining player behaviours, gamified tasks and quests can be made more personalized and challenging; can provide key information, targeted feedback, and prioritized actions for players to consider; and can encourage players to make better and faster decisions, resulting in increases in productivity and mastery of learning. Pete also examines how gamification can be used to crowdsource big data analysis (by challenging people to solve puzzles through data) and to improve the quantity and quality of big data generation (through tools such as progress bars).
ChangSchoolTalks is an annual professional development and networking event presented by The G. Raymond Chang School of Continuing Education at Ryerson University. The event connects participants with leading experts in technology-enhanced learning and training.
Produced by Digital Education Strategies at The G. Raymond Chang School of Continuing Education, Ryerson University.
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