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Students Gathered with Devices

Gamification: Leading the Way to Gradation?

by David Raths

Campus Technology

Article excerpt

Achieving Student Success Through Gamification

The Achievements app is like a frequent flier program for students. Students are awarded “Experience” points and “Bennies” as they complete various “Achievements.”

Our take

The Weight Watchers Approach to Driving Student Engagement, Retention and Outcomes

Ball State University in Muncie, Indiana, has taken a page from Weight Watcher’s playbook to develop a mobile app designed to boost retention and educational outcomes for students. It’s working. Based on the concept of providing rewards or incentives for certain activities, students earn “Experience” points and “Bennies” for participating in various campus events and activities. They’re signing up in numbers greater than expected. Are there opportunities for your school system to use gamification and rewards to drive desired outcomes among students, staff, or even administration?

The application of technology should always be based on alignment with existing strategies; a look at your organization’s strategic initiatives may identify areas where outcomes are not meeting expectations and suggest the opportunity for innovative interventions. Lenovo is confident that our innovations could pave the way. When used in combination with careful planning and smart partnerships, IT can help modernize infrastructure, identify potential efficiencies, and stay up-to-date with a constantly changing landscape.

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