Engaging the Last Mile: Gamification, eLearning, and Social - - PowerPoint PPT Presentation

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Engaging the Last Mile: Gamification, eLearning, and Social - - PowerPoint PPT Presentation

Engaging the Last Mile: Gamification, eLearning, and Social Communications to Promote Financial Education Global Youth Economic Opportunities Summit | Washington, D.C. Wednesday, 7 October 2015 4:00PM 5:30PM Online polling


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Engaging the ‘Last Mile’: Gamification, eLearning, and Social Communications to Promote Financial Education

Global Youth Economic Opportunities Summit | Washington, D.C. Wednesday, 7 October 2015 4:00PM – 5:30PM

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Online polling

respond.cc

Session key: 163386

Press + Submit

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Panelists

  • Chandra Pudjiatie, Digital Learning Manager, Aflatoun

(Netherlands)

  • Jacob Korenblum, CEO, Souktel Mobile Innovations

(Canada)

  • Ryan Newton, Savings Specialist, Women’s World

Banking (USA)

  • Chinasa Ken-Ugwuh, Segment Manager, Youth &

School Banking, Diamond Bank (Nigeria)

  • Esosa Biremo, Product Manager, Youth & School

Banking, Diamond Bank (Nigeria)

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#DigitalFE

Twitter leaderboard

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Looking back Launch Oct 2013 Digital version of youth programme, group work Participatory workshop with youth Meeting IT patner & gamification Where we are 15K registered users 182 countries English, Spanish, Russian Research Findings: no effect on learning Where we are going Teacher focus Youth Champion & community Contextualisatio n to Mandarin, French, Arabic Partnership is key, global and country level

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Diamond Bank: Gamified Youth Portal

  • Mobile-optimized website
  • Components: Informational page, Gamified portal, Database
  • Gamified system provides virtual rewards for specific, desired actions
  • Actions reinforce measurable behaviors that achieve overall portal obj.

Objectives for bank: 1) Increase customer engagement and usage; 2) Acquire new customers; 3) Increase customer financial capability