By Neil B. Niman (auth.)
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Extra info for The Gamification of Higher Education: Developing a Game-Based Business Strategy in a Disrupted Marketplace
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Portal and stay for hours on end. Losing its lead in search and other areas, Yahoo! has still remained a dominant force not because they are necessarily the leader in any particular content or technology area, but because they have assembled a stable of offerings where the whole is greater than the sum of the parts. 55 However, relying on the fact that people are creatures of habit and having a wide array of content that is at best second or third in its particular areas does not make a compelling recipe for success.
However, in a changing market where increased competition, new technologies, and declining public sector support are making it difficult to balance budgets, the concept of sharing governance between faculty members and administrators is being stretched to the breaking point. Faculty see no reason to change time-honored traditions while the new economic reality is already dictating that many cherished ways of doing things are no longer affordable. Can universities rise to the challenge when those who run them (the faculty) have little incentive to change?
Fashioning a more tightly coupled system of rewards that supports an overarching framework can infuse a sense of purpose. A greater sense of purpose can elevate ordinary activities capable of bringing out the best in students and generating a higher level of student satisfaction. As a result, greater engagement through gamification can create graduates who will be better able to succeed later in life because they have learned more, have a better sense of self, and a higher level of self-esteem.
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