2. Digital Competency for the Local Campus Overview
1. Philosophy
2. Goal
3. Ideal Outcomes
4. Digital Competency Definition
5. Case Studies
6. Digital Competency Key Metrics
7. Digital Competency Baseline
8. Framework Outline
9. Advisory Board
10. Pilot Project
11. Establish a Social Media Command Center
12. 3 Year Implementation Plan
13. Gamification Ideas
14. Digital Web App to Accelerate Local Ministries
15. Best Practices Catalog
3. Philosophy and Goal
1: Philosophy: Local campuses must be digitally
competent to be effective.
2: Goal: Increase the digital competency of the local
campus by a factor of 10 in 3 years.
4. 3: Ideal Outcomes:
•Millions of more exposures to the Gospel
•Thousands of hours saved re-designing resources
•Millions of hours invested in Gospel proclamation
•Millions of new connections between ministry leaders
around the world
•Millions of dollars in new financial support
•Hundreds of thousands of new volunteers around the
world
•Thousands of new full-time staff
5. 4: Working Definition of Digital Competency:
“Implementing digital tools according to the best
practices and current data on digital production
and consumption.”
6. 5: Establishing a Baseline for Digital Competency:
3 Case Studies of Large Non-Profits with distributed
and autonomous groups or teams, and compassion,
service, and fundraising as part of their values or
business strategy.
7. 6: Case Study #1: Compassion International
website: compassion.com
community website: ourcompassion.com
blog: blog.compassion.com
twitter: twitter.com/compassion
youtube: http://www.youtube.com/user/CompassionIntl
facebook: https://www.facebook.com/compassionintl
8. 6: Case Study #1: Compassion International
Blog Posts Facebook
•1x per day •1.5x per day (5 day average)
•Blog-grader: 94 •Fans: 130,902
Tweets •Likes per 5 posts: 244.4
•Comments per 5 posts: 13.4
•7.2 per day (5 day average) Shares per 5 posts: 2.8
•Followers: 48,967 •
•Following: 17,293 YouTube
•Tweetgrader: 100 •189 Uploads
•1,869 subscribers
•757,405 total upload views
•4,007 Views per upload
9. 6: Case Study #2: Kickstarter.org
http://www.kickstarter.com/
http://www.kickstarter.com/blog
twitter.com/kickstarter
www.facebook.com/Kickstarter
10. 6: Case Study #2: Kickstarter.org
Blog Posts Facebook
•1x per day •1.6x per day (5 day average)
•Blog-grader: 79 •Fans: 167,549
Tweets
•Likes per 5 posts: 21.6
•Comments per 5 posts: 1.8
•1.6 per day (5 day average) •Shares per 5 posts: 1.4
•Followers: 455,031
•Following: 33
•Tweetgrader: 100
11. 6: Case Study #3: American Cancer Socity
http://www.cancer.org/
www.facebook.com/AmericanCancerSociety
www.twitter.com/#!/AmericanCancer
http://www.youtube.com/user/AmerCancerSociety
12. 6: Case Study #3: American Cancer Socity
Tweets Facebook
•1.6 per day (5 day average) •1x per day (5 day average)
•Followers: 236,328 •Fans: 275,762
•Following: 199,446 •Likes per 5 posts: 164.6
•Tweetgrader: 100 •Comments per 5 posts: 11.4
•Shares per 5 posts: 4.8
YouTube
•200 Uploads
•3882 subscribers
•2,833,070 total upload views
•14,165 views per upload
13. 7: Establishing a Digital Competency Baseline
Before a local campus begins the digital competency modules
they must establish their baseline based on the following
metrics:
Facebook Website/Blog Twitter
•Total Fans •Websitegrader: •Followers
•Posts Per 5 Days •Posts Per 5 Days •Following
•Likes Per Post •Comments Per Post •Tweets Per Day
•Comments Per Post •Twittergrader:
•Shares Per Post
•Unique impressions per day
YouTube
•Total Uploads
•Subscribers
•Total Views
•Views per upload
14. 7: Establishing a Digital Competency Baseline
The key metrics that determine digital competency:
•Updates Per Day
•Fans/Followers/Friends
•Interactions Per Update
•Viral Effect
•Total Media Assets
These metrics signal both a robust presence and intentional
interaction online.
15. 8: Framework Outline
1.Establish an Online Presence
2.Maintain and Update
3.Listen, Interact, and Engage
4.Share Resources Internally
5.Capture and Distribute Local Media
16. 8: Framework Outline
1.Establish an Online Presence
a. Decide on a “homebase”
b. Set up the following accounts:
i. Gmail Account
ii. Facebook Page
iii. Facebook Group
iv. Blog powered by Wordpress or Tumblr
v. Website (Blog can substitute or complement)
vi. YouTube Channel
vii. Twitter account
17. 8: Framework Outline
2. Maintain and Update
a. At a minimum the # of updates must be:
i. Facebook Page: 1x per day
ii. Facebook Group: 1x per week
iii. Twitter: 1x per day
iv. Blog Post: 1x per week
v. YouTube Video: 1x per week
18. 8: Framework Outline
3. Listen, Interact, and Engage
a.Facebook
i.Delete all inappropriate comments on Page wall
ii.Comment on every question/request asked on
the wall within 24 hours
b. Twitter
iii.Reply to every @ reply and DM within 24
hours
c. Blog
iv.Respond to every comment within 24 hours
19. 8: Framework Outline
4. Share Resources
a.Google Docs Shared Folder
i.Upload all resources created by staff, students,
and volunteers.
b. CruPress Green
ii. Preformatted Word template that local campus
can use to format and submit resources for
approval.
20. 8: Framework Outline
5. Capture and Distribute Local Media
a.One Social Media Owner Per Campus
i.Checks Facebook and Twitter every day
ii.Posts 1 Blog Post per wk
iii.Primary responder to all online interactions
b.Two Ministry Photographers
i. 1Mobile
ii. 1 Traditional Camera
iii. Take minimum of 3 pictures at every event
iv. Upload to Facebook within 12 hours
21. 9: Advisory Board
a. 8 Members
i. 5 Outsiders: Ensure that framework matches
best practices, strategy, and tactics of market
leaders
ii. 3 Insiders: Help with application of best
practices to CCC, suggest and guide direction
22. 10: Pilot Project
•3 Month Process
• 1st Month
i.Establish a baseline, measure social media
efforts and results
•2nd Month
ii.Train staff and student leaders on digital
competency modules, test and experiment with
best practices
•3rd Month
iii.Practice digital competency modules, measure
against 1st month
23. 11: Establish a Social Media Command Center
a. 5 Person Team
i. Listen, Respond, Curate, Capture, Distribute
24. 12: 3 Year Implementation Plan
Every Campus Digitally Competent
i. Year 1
i. 1-2 key campuses from each region participate
in digital competency training
ii. “Immerse and Disperse” 100 field staff in
Digital Competency training at Keynote
iii. National Leader Summit--tailored digital
training for executives
25. 12: 3 Year Implementation Plan
Every Campus Digitally Competent
i. Year 2
i. 50% of local campuses in each region
participate in digital competency
ii. “Immerse and Disperse” 300 field staff in
Digital Competency training at Keynote
26. 12: 3 Year Implementation Plan
Every Campus Digitally Competent
i. Year 3
i. 100% campuses participate in digital
competency
ii. “Immerse and Disperse” 500 field staff in
Digital Competency training at Keynote
iii. National Leader Summit--tailored digital
training for executives
27. 13: Gamification Ideas
‣Rewards, Badges, and Incentives for “leveling up” in
percentage of digital competency.
‣“Leaderboard” of campuses
‣ Digital Campus Key Influencers in each region
given additional training and resources to catalyze
digital competency.
‣ A mobile-app that features these or other
gamification concepts.
28. 14: Develop a Web Application to Accelerate DC
a. Mobile First App
i. May include training modules
ii. Submit and track level of digital competency.
iii. Gamification ideas integrated
29. 15: Catalog & Share Best Practices
a. CruPress Green/tech
i. Internal/Formal archive of digital competency
resources
b. Tumblr Site
ii.External/Informal collection of digital
competency resources and stories.