Searching for "gam"

Endgame for LinkedIn

The Endgame for LinkedIn Is Coming

Jack of all trades. LinkedIn had — and still has — multiple branded apps: Job Search, SlideShare, Learning, Recruiter, Sales Navigator and something call ‘Elevate”

Bad at integration and scaling. LinkedIn acquired many companies to introduce various services, but wasn’t so good at making them work.

Ads were expensive and user-unfriendly. Natalie Halimi, a marketer with 10 years of experience, wrote about LinkedIn ads back in July 2014. She used the headers “high CPC, poor dashboard, poor analysis” and concluded “ LinkedIn need to reassess their pricing strategy to provide better ROI for advertisers”.

Overvalued, full stop. Just before the plunge, LinkedIn shares were trading at 50x forward earnings. Twitter was at 30x, Facebook 34x and Google 21x. It was one of the most expensive stocks in tech.

When Microsoft introduced Office 365, it was to battle Google’s G Suite which appealed to smaller businesses with its cheaper pricing and cloud-based subscription model.

It is succeeding. According to a 2018 Bitglass survey, Office 365’s global market share has gone up to 56.3% from 7.7% in just four years. G Suite has stayed at about 25% since 2016.
LinkedIn’s employees were actually using G suite — the whole bag: Gmail, Calendar, Drive, Hangouts, Docs, Sheets… — before the Microsoft acquisition.

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more on LinkedIn in this IMS blog
https://blog.stcloudstate.edu/ims?s=linkedin

Zoom into Jeopardy game

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more on gamification in this IMS blog
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AR and gamification European project

Osello, A., Rapetti, N., Del Guidice, M., Guinea, A. M., Ronzino, A., Ugliotti, F., & Migliarino, L. (2015). AUGMENTED REALITY AND GAMIFICATION APPROACH WITHIN THE DIMMER PROJECT. INTED2015 Proceedings, 2707–2714. https://www.academia.edu/29582198/AUGMENTED_REALITY_AND_GAMIFICATION_APPROACH_WITHIN_THE_DIMMER_PROJECT

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more on AR in this IMS blog
https://blog.stcloudstate.edu/ims?s=augmented+reality

more on gamification in this IMS blog
https://blog.stcloudstate.edu/ims?s=gamification

Gamifying PD

Gamifying PD is better for teacher engagement, participation

https://www.educationdive.com/news/gamifying-pd-is-better-for-teacher-engagement-participation/573191/

Allowing teachers to pursue their personal passions also creates a greater sense of job satisfaction, which may help with long-term retention.

Teachers also benefit from a variety of platforms through which they can pursue their advancement. Some teachers might prefer online options, such as webinars based on their interests and needs, while others could prefer working in small teacher-directed groups where they can collaborate with peers who have similar growth interests in person.

Professional development should also include a personal component that is relevant and effective. Data identifies teachers’ areas of weakness so administrators can work with them to set goals to make improvements.

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more on gamification in this IMS blog
https://blog.stcloudstate.edu/ims?s=gamification

Gamifying Biomedical Education

https://www.edsurge.com/news/2018-04-17-how-one-university-is-gamifying-medical-educationhttps://www.edsurge.com/news/2018-04-17-how-one-university-is-gamifying-medical-education

instead of Super Mario or Zelda, they’ll be playing a game called CD4 Hunter, which launched last June and focuses on teaching students the first step in the HIV replication cycle. In the game, players roleplay as the virus and are charged with moving throughout the bloodstream to identify receptors, get past immune defenses, and target and infect cells.

Without much of a clue as to how to design or program a game, Urdaneta-Hartmann won a $10,000 grant from Drexel to develop her own skills in educational gaming and create a tool for students in the program.

So far, Urdaneta-Hartmann claims the CD4 Hunter app has nearly 2,900 downloads on the iTunes store today.

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more on gamification of education in this IMS blog
https://blog.stcloudstate.edu/ims?s=gamification

AI and XR and Educational Gaming

AI and Mixed Reality Drive Educational Gaming into ‘Boom Phase’

By Dian Schaffhauser 09/16/19

https://campustechnology.com/articles/2019/09/16/ai-and-mixed-reality-drive-educational-gaming-into-boom-phase.aspx

Artificial intelligence and mixed reality have driven demand in learning games around the world, according to a new report by Metaari. A five-year forecast has predicted that educational gaming will reach $24 billion by 2024, with a compound annual growth rate of 33 percent and a quadrupling of revenues. Metaari is an analyst firm that tracks advanced learning technology.

Endgame for LinkedIn

The Endgame for LinkedIn Is Coming

https://medium.com/@lancengym/the-endgame-for-linkedin-is-coming-31d4a8b2a76

LinkedIn had — and still has — multiple branded apps: Job Search, SlideShare, Learning, Recruiter, Sales Navigator and something call ‘Elevate”, which purports to “build your reputation by sharing smart content”. A news and publishing app called Pulse was integrated into the main app in May 2017.

The idea of selling relevant services to your user base is good, but not if you can’t do it well.

LinkedIn’s employees were actually using G suite — the whole bag: Gmail, Calendar, Drive, Hangouts, Docs, Sheets… — before the Microsoft acquisition.

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more on LInkedIn in this IMS blog
https://blog.stcloudstate.edu/ims?s=linkedin

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