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Game On: How Gamification is Changing the Sector

ASU Lodestar Center

Companies are starting to use gamification to help train employees, generate surveys, and introduce a friendlier work environment just by simply creating some competition, or using badges, scorecards, and leaderboards. Play, Test, and Iterate. Target Audience. Player Goals. Engagement Model. Play Space and Journey. Game Economy.

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5 Keys to Effective Knowledge Transfer for Nonprofits

Wild Apricot

There are 5 elements key to an effective transfer or exchange of knowledge, the report suggests: Audience, Message, Method, Messenger, and Evaluation: Audience. The choice of method for transferring and exchanging knowledge will depend on the audience and the message [but] knowledge is most effectively exchanged when using multiple methodsâ?

professionals

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Four Models for Active User Engagement, by Nina Simon

Beth's Blog: How Nonprofits Can Use Social Media

I got a chance to meet her face-to-face for the first time at the Nonprofit Technology Conference in 2007. When participants collected data, they learned a great deal about data collection processes but not so much about the overall scientific method.

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Cultivate, Educate or Activate? Converting Subscribers to Donors - Online Fundraising, Advocacy, and Social Media - frogloop

Care2

60) Search « Care2 Featured in "Greenvertising" Report | Main | Free Range: The Art of Story Telling » Tuesday May 29 2007 Cultivate, Educate or Activate? So test, test and retest! The other thing we are going to begin testing this year is an ask for our monthly sustainer program--Partners.

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The Mismeasure of War

Beneblog: Technology Meets Society

This claim is based in large part on the authors’ graphical representations of pre- and post-conflict mortality rates for a variety of countries, and on their critique of five surveys conducted by the International Rescue Committee (IRC) in the Democratic Republic of Congo between 2000 and 2007.

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