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Applications + Resources 

Business + Industry: Optimize Processes
Military + Defense: Improve Consistency
Higher Education: Gamifying Courses
Healthcare: Helping Professionals

Business + Industry

Gamification Toolbox

Several progressive businesses and industries are gamifying processes to gain a competitive advantage. Deloitte's training program added gamification (badges, leaderboards, levels) and realized an increase of 37% of users returning to the site each week. Their intentional design (such as leaderboards that reset each week) differentiated them from companies who use 'off the shelf' solutions without considering best practices.

​The motivating strategies have also been applied to Omnicare's service desk (gamified training led to 100% participation) and Samsung's website (66% increase in user engagement and an increase in items moved into shopping carts). These extraordinary cases have the attention of Gartner, which developed reports such as "Gamification Is Key for CIOs Transforming the Automotive Sector" (2019) and " Gamification Can Flatten the COVID-19 Curve" (2020).
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Let's discuss how Compassnorth can improve your bottom line? Contact us today.
Microsoft Dynamics 365
Bunchball Nitro
Hoopla
AgileCMR
Funifier Studio
Mambo.IO
​Gametize
Plecto
​Spinify
SalesMotivate

Military + Defense

Our nation's defense organizations are on the leading edge of technology and actively integrate games into training programs. Games are used for honing strategic skills, training soldiers and staff, and recruiting the next generation of patriots. Their early leadership is evident, with over 15 million players (2002) using America's Army games. The Navy has developed a massive multiplayer game, and new games like CyberWar: 2025 are regularly being introduced. 

​They also have achieved success by integrating game elements into other operations, such as the National Geospatial-Intelligence Agency's gamification server.  Our US government has realized the return on investment in gamification by confirming personnel are "more engaged and motivated" and results in improved "performance and contributes to superiority and dominance."

Let's discuss how Compassnorth can level up your gamification initiatives to add more value to the team.  Contact us today.
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Series of video games developed by the US Army, available free on STEAM.

Higher Education

Publications

The addition of games in learning environments can have a powerful impact on student learning, motivation, and self-regulation (Granic, Lobel, & Engels, 2014). Whether they are designed for sensory stimuli through multimedia, learner control through content choice, or feedback through progress monitoring, game-based learning increases overall motivation and student engagement (Abdul Jabbar & Felicia, 2015). In large STEM courses, student grades, participation, attendance, motivation, and satisfaction all increased through the use of gamification and game-based learning (Iosup & Eperma, 2014; Barata, Gama, Jorge, & Goncalves, 2013; Hakulinen & Auvinen, 2014). 

​In large courses, gamification provides advantages over other game-based methodologies. Since gamification does not change content the work by the instructor or instructional designer is significantly reduced. Tools such as Delphinium (Canvas LMS) and Classcraft (K-12) offer digital tools to simply the process.
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Let's discuss how Compassnorth can gamify your university or on-line course. Contact us today.
Contact us to request a copy.

MONEY HERO: Supporting Motivation and Effort Persistence in an Online Financial Literacy Course Through Game-Based Learning (2019)

GAMIFICATION DESIGN: Designing with game-based learning: Game mechanics from middle school to higher education (2017)
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TEACHER EDUCATION: Student participation and achievement in a large lecture course with game-based learning (2016)

Heathcare

Gamified Fitness

In an industry where lives matter, minimizing risk and maximizing benefits is of paramount importance. The healthcare gamification market is anticipated to grow to 47 billion by 2026 with a compound rate of 12% each year. The use of games and gamification to change behaviors has grown rapidly, for youth and adults. Kids with diabetes can plug their blood glucose monitor into a Nintendo DS for rewards, and adults can complete motivating challenges on the mySugr app. 

Let's discuss how Compassnorth can improve operations at your organization to improve outcomes and minimize waste. Contact us today.
Fitness apps like Zombies, Run!, MyFitnessPal, and Fitocracy use stories, goals, and rewards to motivate users.



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