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04<br />
GET<br />
INVOLVED<br />
SOCIAL PLAY<br />
Gamification, the application of gaming principles to non-game<br />
situations, is one of the most effective approaches for improving<br />
engagement. It does this with the intention of motivating,<br />
modifying, or rewarding distinct behaviours. Utilising gamification,<br />
university campus’ can entice students to engage with and<br />
influence the activities around them.<br />
Get viewers to vote on certain activities and products so as to<br />
gauge popular products amongst student to generate more sales<br />
around campus amenities.<br />
Allow local companies to offer sales opportunities on the boards<br />
at certain times, and reward students for getting involved in<br />
campus activities.