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{"embedWordpressImage":"[infogram id=\"gamification-in-education-and-the-workplace\" prefix=\"A8K\" format=\"image\"]","embedWordpress":"[infogram id=\"gamification-in-education-and-the-workplace\" prefix=\"IE5\" format=\"interactive\"]","embedImageIframe":"<iframe src=\"//e.infogr.am/gamification-in-education-and-the-workplace?src=embed&amp;type=image\" width=\"525\" height=\"\" scrolling=\"no\" frameborder=\"0\" style=\"border:none;\"></iframe><div style=\"width:100%;border-top:1px solid #acacac;padding-top:3px;font-family:Arial;font-size:10px;text-align:center;\"><a target=\"_blank\" href=\"https://infogr.am/gamification-in-education-and-the-workplace\" style=\"color:#acacac;text-decoration:none;\">Gamification in education and the workplace</a> | <a style=\"color:#acacac;text-decoration:none;\" href=\"https://infogr.am\" target=\"_blank\">Create infographics</a></div>","embedImageResponsive":"<script id=\"infogramimg_0_gamification-in-education-and-the-workplace\" 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Wikipedia","picture":null,"particle_type":"bodytitle","object_id":"gail_dandelske_1397941473","particle_id":4709617,"type":"particle"},{"modifier":0,"dimensions":[],"colors":[],"custom":{},"data":[[["183,000,000","In the United States alone, there are 183 million active gamers.","profilePath",""],["13 hours","Active computer or video gamers play 13 hours a week on average.","girlPath"],["3,000,000,000","Collectively, the planet is now spending more than 3 billion hours a week gaming.","starPath"]]],"chart_type_nr":23,"chart_type":"Textual","object_id":"gail_dandelske_1397621578","chart_id":5262208,"type":"chart"},{"shrink":null,"title":"","content_type":"","text":"Knowing adults and youth are so engaged with gaming, why are all educators not gamifying their curriculum? What is so compelling about video games that decision makers and curriculum writers need to gamify their schools?  ","picture":null,"particle_type":"bodytext","object_id":"gail_dandelske_1397752925","particle_id":4695902,"type":"particle"},{"shrink":null,"title":"","content_type":"","text":"When in life do people fail time and time again but persevere and still enjoy the process of learning?  Gaming!","picture":null,"particle_type":"bodytitle","object_id":"gail_dandelske_1397753314","particle_id":4695976,"type":"particle"},{"modifier":2,"dimensions":[],"colors":[],"custom":{"height":"329","showInLineValues":true},"data":[[["","Rate of Failure Doesn't Deter Learning"],["Failure RATE","80%"],["Success Rate","20%"]]],"chart_type_nr":2,"chart_type":"Pie","object_id":"gail_dandelske_1397621907","chart_id":5262228,"type":"chart"},{"modifier":0,"dimensions":[],"colors":["#34a6b5","#bfbfbf","#5bb7c3","#959595","#287f8a","#4c4c4c","#005863","#000000","#9af3ff","#e2e2e2"],"custom":{},"data":[[["80%","On average, gamers fail 80% of the time and yet they still find the gaming experience enjoyable.","profilePath",""],["$5.5,000,000,000","The overall market for gamification tools, services, and applications is projected to be $5.5 billion by 2018 ","upPath"]]],"chart_type_nr":23,"chart_type":"Textual","object_id":"gail_dandelske_1397941648","chart_id":5294225,"type":"chart"},{"shrink":null,"title":"","content_type":"","text":"Demographics of Gamers:","picture":null,"particle_type":"bodytitle","object_id":"gail_dandelske_1397752609","particle_id":4695866,"type":"particle"},{"modifier":0,"dimensions":[],"colors":[],"custom":{"height":"463","xmaxlim":100,"xmax":100,"xminlim":0,"xmin":0},"data":[[["Past GDP","1870"],["HEADS OF HOUSEHOLD","69%"],["YOUTH","97%"],["WOMEN","40%"]]],"chart_type_nr":4,"chart_type":"HorizontalBar","object_id":"gail_dandelske_1397622445","chart_id":5262308,"type":"chart"},{"shrink":null,"title":"","content_type":"","text":"Gabe Zichermann, chair of the Gamification Summit and Workshops, and co-author of the book \"Game-Based Marketing talks about the importance of gamification of education for today's students.","picture":null,"particle_type":"bodytext","object_id":"gail_dandelske_1397623114","particle_id":4678089,"type":"particle"},{"shrink":null,"title":"","content_type":"","text":"gamify your classroom!","picture":null,"particle_type":"maintitle","object_id":"gail_dandelske_1397624967","particle_id":4678262,"type":"particle"},{"shrink":null,"title":"","content_type":"","text":"6 Easy Steps to use Gamification in your Classroom  http://www.educatorstechnology.com/2013/05/6-easy-steps-to-use-gamification-in.html","picture":null,"particle_type":"bodytitle","object_id":"gail_dandelske_1397941942","particle_id":4709638,"type":"particle"},{"dimensions":{"height":235,"width":223},"picture":"https://s3-eu-west-1.amazonaws.com/infogram-particles-700/1326540_1397941330922.png","particle_type":"image","object_id":"gail_dandelske_1397941331","particle_id":4709601,"type":"particle"},{"text":"//youtube.com/embed/O2N-5maKZ9Q","picture":null,"particle_type":"video","object_id":"gail_dandelske_1397622930","particle_id":4678063,"type":"particle"},{"text":"//youtube.com/embed/MuDLw1zIc94","picture":null,"particle_type":"video","object_id":"gail_dandelske_1397624974","particle_id":4678263,"type":"particle"},{"shrink":null,"title":"","content_type":"","text":"Learn about Open Badges as an assessment for work completed! Here's one I earned in graduate school.","picture":null,"particle_type":"bodytext","object_id":"gail_dandelske_1397624859","particle_id":4678250,"type":"particle"},{"dimensions":{"height":130,"width":130},"picture":"https://s3-eu-west-1.amazonaws.com/infogram-particles-700/1326540_1397624869537.png","particle_type":"image","object_id":"gail_dandelske_1397624870","particle_id":4678252,"type":"particle"},{"shrink":null,"title":"","content_type":"","text":"This link will help you get started with badges for your students: http://www.brighthubeducation.com/teaching-elementary-school/127670-review-of-class-badges-for-student-learning/","picture":null,"particle_type":"bodytext","object_id":"gail_dandelske_1397754617","particle_id":4696207,"type":"particle"},{"shrink":null,"title":"","content_type":"","text":"Drakkart & NEWMAN on minecraft and gamification","picture":null,"particle_type":"maintitle","object_id":"gail_dandelske_1397625842","particle_id":4678380,"type":"particle"},{"shrink":null,"title":"","content_type":"","text":"Verena Roberts hosted a Google hangout with Gamer Drakkart, and young gamers who use Minecraft and other games that could be used in education.","picture":null,"particle_type":"bodytext","object_id":"gail_dandelske_1397941059","particle_id":4709588,"type":"particle"},{"text":"//youtube.com/embed/Qug78oFipiE","picture":null,"particle_type":"video","object_id":"gail_dandelske_1397625850","particle_id":4678382,"type":"particle"},{"shrink":null,"title":"","content_type":"","text":"PS: Newman is my son","picture":null,"particle_type":"bodytext","object_id":"gail_dandelske_1397754308","particle_id":4696144,"type":"particle"},{"shrink":null,"title":"","content_type":"","text":"61% of surveyed CEOs, CFOs, and other senior executives say they take daily game breaks at work.","picture":null,"particle_type":"bodytext","object_id":"gail_dandelske_1397625810","particle_id":4678375,"type":"particle"},{"text":"//youtube.com/embed/v5Qjuegtiyc","picture":null,"particle_type":"video","object_id":"gail_dandelske_1397623535","particle_id":4678121,"type":"particle"},{"shrink":null,"title":"","content_type":"","text":"Yu-kai Chou is a Gamification Pioneer (since 2003) & International Keynote Speaker/Lecturer for entities such as Stanford University, Google etc. He is Rated a Top 5 Gamification Guru & is a Partner at the Enterprise Gamification Consultancy.","picture":null,"particle_type":"bodytext","object_id":"gail_dandelske_1397754916","particle_id":4696258,"type":"particle"},{"shrink":null,"title":"","content_type":"","text":"Not everyone agrees that Games belong in education as assessments. This article presents both sides of the argument.  Debates about Gamification and Game-Based Learning(#GBL) in Education by by Justin Marquis Ph.D.  http://classroom-aid.com/2013/04/07/debates-about-gamification-and-game-based-learninggbl-in-education/","picture":null,"particle_type":"bodytext","object_id":"gail_dandelske_1398565578","particle_id":4776419,"type":"particle"},{"modifier":0,"dimensions":[],"colors":["#34a6b5","#bfbfbf","#5bb7c3","#959595","#287f8a","#4c4c4c","#005863","#000000","#9af3ff","#e2e2e2"],"custom":{},"data":[[["30%","More than 30% of employers intend to adopt a minimum of one health-focused gamified strategy in the next year","profilePath",""],["90%","Consumer-driven gamification commanded more than 90% market share in 2011","starPath"],["63%","63% of American adults agree that making everyday activities more like a game would make them more fun and rewarding","girlPath"]]],"chart_type_nr":23,"chart_type":"Textual","object_id":"gail_dandelske_1397942039","chart_id":5294247,"type":"chart"},{"shrink":null,"title":"","content_type":"","text":"Resources: http://www.getmoreengagement.com/gamification/12-surprising-gamification-stats-for-2013; http://www.educatorstechnology.com/2013/05/6-easy-steps-to-use-gamification-in.html; http://ryan-jenkins.com/2013/03/04/12-startling-gamification-stats/; http://www.yukaichou.com/http://classroom-aid.com/2013/04/07/debates-about-gamification-and-game-based-learninggbl-in-education/","picture":null,"particle_type":"bodytext","object_id":"gail_dandelske_1397942643","particle_id":4709673,"type":"particle"}],"properties":{"embed_button":"enabled","custom_logo":"none","title_link":"infogram","whitelabel":false,"export_settings":{"showGrid":true,"showValues":true},"rtl":false,"transparent":false,"publishType":0},"copyright":"Copyright notice","width":525,"embedImageUrl":"https://infogram.io/p/68584912d25eecc92431fd3e92d2d81c.png","thumb":"https://s3-eu-west-1.amazonaws.com/infogram-thumbs-200/gail_dandelske_1397620967.jpg","publicAccess":true,"public":true,"tags":"","pubtitle":"Gamification in education & the workplace","title":"Gamification in education and the workplace","path":"gamification-in-education-and-the-workplace","user_id":1326540,"theme_id":31,"block_id":"gail_dandelske_1397620967","id":2776110}