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Behavioral Change and Attendance Improvement Through Gamification

Behavioral Change and Attendance Improvement Through Gamification

The problem/pain point is walking across campus. The main issue with this problem/pain point is the consumption of time and the extensive distances that learners and instructors must walk in between lectures. This leads to consumption of the lecture periods before the learners settle into the respective lecture halls. The behavior that is trying to be changed is the amount of time and tiredness that learners experience due to walking across campus.

Game concept

Different vehicles are used to increase the mobility of individuals in various locations. For this pain point, e-scooters and bicycles provide an ideal solution. The institution will introduce shared bicycles and e-scooters for learners’ mobility. The students can choose between the two depending on their preference. The institution’s compound has well-paved paths, which are ideal for efficient bike riding and the use of e-scooters. Besides saving time, the learners will improve their physical fitness during this process. To increase the fun and competitiveness of the game, students will create random teams (Berton, 2016). These random teams will enhance competition and make the process fun for the learners. The winning teams will gain points that they can use to hire the e-scooters or bicycles during the entire day. Learners will pay $1 daily to hire a bicycle or e-scooter. This ensures that maintenance costs are covered while students are accountable for the leased vehicle.
Walking from one lecture hall to another is a time-consuming activity. The distances are good for our health but bad for time and resources. What if I got to my next class faster? Would I settle in more efficiently? Would my instructor cover more content?

How do I do this?

A dollar for a bike!

#bikeriding #fitness #easymovement

References

Berton, K. (2016). Effective Gamification. Retrieved from https://www.youtube.com/watch?v=DWOYXpvmWCo

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Question 


Gamification

Gamification

Katie Berton (2016) Effective Gamification

TheFunTheory.com (2009) Piano stairs
https://www.youtube.com/watch?v=2lXh2n0aPyw
Review the gamification content.
The university campus noticeably drops in attendance during the middle of the semester. The University wants to change behaviors and improve attendance with gamification. Create one new game concept to change a problem/pain point on campus.
Examples of pain points include parking, walking across campus, walking upstairs, buying food/beverages, recycling, meeting up with friends, meeting new people, student government participation, interest in remaining on campus, etc. Choose ONE example (or one not on this list) to game-ify. The more creative and fun, the better. The university wants students to be happy and practice positive behaviors.
1) What is the problem/pain point? What is the behavior that is trying to be changed?
The problem/pain point is _________________. The main issue with this problem/pain point is _________________________. The behavior that is trying to be changed is ___________________________.
2) What is the game concept? Describe in detail. Elaborate and explain as if communicating to a team that will try to actualize the idea. This idea should be new and not copy an existing idea.
3) What are the technical aspects that make the activity fun (e.g., sounds, points, rewards, similarities to other games, uniqueness, etc.)?
4) Imagine you are tweeting (Twitter) a pitch to the university to adopt your idea. Please write your pitch with 280 characters. Use a marketing slogan and key terms. Be creative because you want others to share this idea so it becomes viral/widespread.
This tweet is different from your responses for #1-3. It should be catchy, brief, and shareable. It would provide a link to the full plan for those looking for more details.