Dates: 28 September – 25 October 2020. The interactive live sessions will take place on 2 and 13 October from 10-12 hrs.
Registration fee: € 895 (VAT not applicable)
Optional online individual mentoring consult €195 excl. VAT
Optional online group mentoring consult €99 excl. VAT
Registration deadline is 7 September 2020
Dr. Desiderio Cano Porras
Dr. Cano Porras is a Bioengineer, lecturer and researcher at the Brightlands Institute for Smart Society – BISS of Maastricht University. His research aims to empower and support people and organizations in adopting novel digital technologies such as virtual reality and self-tracking devices for promoting positive (and lasting) behavior change and managerial transformations. Desiderio has participated in interdisciplinary projects and education programs focused on the potential of persuasive technologies for rehabilitation (healthcare), digital intervention design, digital education tools, corporate engagement, group interaction, and motivation.
Dr. Jonas Heller
Dr. Heller is a post-doctoral researcher at the Brightland Institute for Smart Society – BISS of Maastricht University. He has a strong background in digital technologies, gamification through technologies as well as sensory aspects of technology. He completed his PhD in Marketing at the University of New South Wales (UNSW). His research investigates how emerging digital technologies (such as Augmented Reality and Virtual Reality) impact customer experiences when consuming products or services. In particular, his research studies how new forms of data visualization impact customer’s cognitive and affective responses and how these responses translate into customer behaviour in retailing and service contexts.
The ways in which we speak, act, learn, interact with each other are rapidly changing thanks to new technologies. Gamification, the use of game design elements in non-game contexts, is a rapidly developing technique driven by new technologies in the new digital landscape.
Gamification operates at the intersection between (behavioral) psychology and (digital) technology. Organizations are using gamification to encourage behaviour changes, teach new skills, and solve problems by creating games or promote game-like behaviour to drive engagement.
Marketers often find it difficult to reach customers and create engagement, using gamification elements can strengthen customer engagement, increase service usage, and promote even employee engagement. Multiple applications of gamification of digital services in various industries already exist. The application of typical game elements (e.g. point scoring, competition with others, rules of play) to other areas, such as customer interactions, work environments, or other non-game context are used to encourage engagement with a product or service.
If you want to find out how to grasp the potential benefits of gamification in digital services for your organization, then this online course will provide you with the necessary insights and support you in exploring the possibilities for your organization.
Your online learning journey will take place from 28 September – 25 October 2020. You will be enrolled in our online learning environment where you can study at your own pace. During the course there will be two scheduled interactive live sessions on 2 and 13 October 2020. In between the two live sessions, you will work on exploring the possibilities of gamification of digital services in your organization. During the second live session, you will present your idea in subgroups and will receive feedback from fellow participants and faculty.
As an additional option, you can schedule a 45-minute online individual mentoring session or a 1,5 hour group mentoring session to receive additional feedback and take your idea to the next level (19-23 October 2020).
Week 1 – 28 September till 4 October – Self study
Week 1 – 2 October, from 10.00 till 12.00
Live session: Exploring the potential of gamification for your organization
Week 2 – 5 October – 11 October – Self study
Assignment: exploring opportunities in your organization
Week 3 – 12 October – 18 October – Self study
Week 3 – 13 October from 10.00 till 12.00
Live session: Let the games begin!
Week 4 – 19 October – 25 October – Self study
Week 4 – 19 October – 23 October – optional: online individual mentoring session, online group mentoring consult.
Do you have specific questions about Gamification course?
Please feel free to get in touch with us for advice!
Marion Hameleers, program coordinator, email@example.com, +31 (0)6 483 562 81