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Making IT Happen

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Making IT Happen

  1. 1. Making Happen: Harmonizing Open Badging, Gamification & Analytics to Equip Youth & Culture into their Health Destiny Leslie Eldridge, High5U #YTHLive IT ™ April 26th – 28th San Francisco, CA.
  2. 2. The “H” word: Where to start?
  3. 3. “It is not enough to educate youth or culture about health or it’s aspects if there is no infrastructure in place to facilitate that knowledge…”
  4. 4. 35 and Growing 2014
  5. 5. An Apple, A Cycle, and an Outcome: Health Literacy in the 21st Century
  6. 6. Elementary Elements of Open Badging Engaging Content Competencies Gamification Education Work skills http://openbadges.org/ https://wiki.mozilla.org/Badges Life skills/Personal Interests Microsoft Alignment Graphic courtesy of High5U
  7. 7. Authentication. Validation. Value. Emerging Technology Badge Issuer Details: Name Digital Literacy URL http://www.IAT.edu/ Organization Ireland Assistive Technology Badge Details: Earned 7/10/2015 Name Understanding Privacy in Social Media Description 21st Century Skills Digital Media Literacy Expiration 7/10/2020 Authorized Agent Ireland Assistive Technology Auditor Cameron Stevens, 7/10/2015 Score 94/100 Badge Evidence http://www.IAT.edu/eCom/ePortfolio/?id=475
  8. 8. BADGE ISSUERS LEARNER/Earner BADGES Badge 1 Badge 2 Badge 3 BADGE COLLECTIONLearning Management Systems Social Networking Sites E-portfolio/CV
  9. 9. Millenials Challenges: Strengths: Born between 1982 - 2000 Highly Creative Risk Takers Digitally Superior Non- committal No sense of consequence Desire constant feedback Have 2 personas: online & asleep
  10. 10. Personalized delivery of information Problem based learning Ease of access to Subject Matter Experts Provide a consolidated central source of data that digital natives can not only locate valuable resources but can contribute new resources and evaluate existing resources, e.g. a digital repository Strategies That Currently Work
  11. 11. IT IT ..Learn and earn your way to the best YOU IT ™ ™ …Learn and earn your way to the best YOU
  12. 12. User Experience (UX) Goals Challenges &  Navigation wheel  Login/access  Build Profile  XAPI  Open source  Face & voice tech  Data: physicality, outdoors, type of work, sleep, interests, activities Challenges Data:  Diabetic  Recov. alcoholic  Thyroid Goals Data:  Lose weight  Eat “healthy”  Be active IF: You eat the cookie THEN: Post a photo on your largest social media following of your stomach. #b4ITcookie Analytics Snapshot  On demand outcomes  Goals, Challenges  Behavior patterns  Activity Voice command button Badges/Rewards  Evidence  Outcomes  Vendor ecosystem IF THEN IT ™
  13. 13. IT User takes challenge and provides evidence via SM /also learns about more about challenge ™ User gets up to 3 options of “THEN”. Challenge accepted = weighted pts. Decline lose points. User is given information pertaining to each challenge from multiple angles to educate including hyperlinks, videos, books, etc. After challenge is complete, tokens awarded/ vendors can send merchandise also user can comm. to vendor. Partial Gamification Elements Badge is awarded based on tokens. Points = merchandise User receives instant feedback + access to personalized l analytics Learn & Earn Pathway User accesses challenge wheel to access IT challenge
  14. 14. Quantifying Progress with Analytics Points: 1350 Tokens: 4 12 badges achieved Badge Awarded: Cookie Crusher
  15. 15. Learn & Earn Health Gamification Network
  16. 16. IT Where do we take from here??IT Investment Partnerships Beta test sites/organizations ™ ™
  17. 17. IS Possible!IT ™
  18. 18. Let’s Be Friends! @Leslie_Eldridge Leslie_Eldridge Leslie.eldridge2 Contact Leslie @: l.eldridge@high5u.com (706)207-5344 #YTHLive

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