Gamification, virality and retention in educational online platform. Measurable indicators and market entry strategy

@article{Osipov2014GamificationVA,
  title={Gamification, virality and retention in educational online platform. Measurable indicators and market entry strategy},
  author={Ilya V. Osipov and Alex A. Volinsky and Vadim V. Grishin},
  journal={ArXiv},
  year={2014},
  volume={abs/1412.5401}
}
The paper describes gamification, virality and retention in the freemium educational online platform with 40,000 users as an example. Relationships between virality and retention parameters as measurable metrics are calculated and discussed using real examples. Virality and monetization can be both competing and complementary mechanisms for the system growth. The K-growth factor, which combines both virality and retention, is proposed as the metrics of the overall freemium system performance in… Expand
Study of Gamification Effectiveness in Online e-Learning Systems
TLDR
This study based on an example of the online application for practical foreign language speaking skills training between random users, which select the role of a teacher or a student on their own, assesses the system effectiveness and proposed teaching methodology in general. Expand
The Evaluation of Potentials of Gamification in Tourism Marketing Communication
Traditional communication theory that marketers are active and consumer is passive is going to be obsolete. Instead, by developing participatory culture with Web 2.0, Co-creation and engagementExpand
User involvement in the partner program of the educational social network
TLDR
The paper describes experiments to attract active online system users to the partner program by involving existing system users in viral mechanics, and Viral K-factor was used as the metrics for the resulting system growth assessment. Expand
Communication and Gamification in the Web-Based Foreign Language Educational System: Web-Based Foreign Language Educational System
TLDR
The hypothesis whether two previously unfamiliar individuals could communicate with each other using a foreign language, based on the developed system algorithms, was tested and relationships between monetization, virality and user involvement were also considered. Expand
Real Time Collaborative Platform for Learning and Teaching Foreign Languages
TLDR
The paper describes a novel social network-based open educational resource for learning foreign languages in real time from native speakers, based on the predefined teaching materials, named i2istudy, which eliminates misunderstanding by providing prepared and predefined scenarios. Expand
Electronic means of foreign language learning in the system of higher education
Integration of information communication technologies, enhancing students’ motivation and adding to personalized learning, into higher education is challenging but beneficial. It is particularlyExpand
E-Learning Collaborative System for Practicing Foreign Languages with Native Speakers
TLDR
The paper describes a novel social network-based open educational resource for practicing foreign languages with native speakers, called i2istudy, that eliminates misunderstanding by providing prepared and predefined scenarios, enabling the participants to understand each other and, as a consequence, to communicate freely. Expand
Participant behavior and content of the online foreign languages learning and teaching platform
TLDR
The paper describes the results of an experiment in building an online platform for learning foreign languages that allows people to teach their native tongue without being professional instructors and special content development and participant behavior. Expand
Online e-learning application for practicing foreign language skills with native speakers
TLDR
An online e-learning web-based application for practicing foreign language skills with native speakers and includes gamification as the part of user retention and virality mechanisms to supplement traditional methods of studying spoken language. Expand

References

SHOWING 1-10 OF 40 REFERENCES
Study of Gamification Effectiveness in Online e-Learning Systems
TLDR
This study based on an example of the online application for practical foreign language speaking skills training between random users, which select the role of a teacher or a student on their own, assesses the system effectiveness and proposed teaching methodology in general. Expand
Teenagers in social virtual worlds: Continuous use and purchasing behavior in Habbo Hotel
TLDR
This study builds upon Technology Acceptance Model, motivational model and theory of network externalities to examine continuous usage and purchase intention and it empirically tests the model with data collected from 2481 Habbo users, revealing a strong relationship between continuous use and purchasing. Expand
The one number you need to grow.
TLDR
By substituting a single question for the complex black box of the customer satisfaction survey, companies can actually put consumer survey results to use and focus employees on the task of stimulating growth. Expand
Real Time Collaborative Platform for Learning and Teaching Foreign Languages
TLDR
The paper describes a novel social network-based open educational resource for learning foreign languages in real time from native speakers, based on the predefined teaching materials, named i2istudy, which eliminates misunderstanding by providing prepared and predefined scenarios. Expand
Time Bank and Sustainability: The Permaculture Approach☆
Abstract The paper aims to find a new approach to include interesting phenomena of time banking (a system of time complementary currency) into the current economy. The time banks have been inExpand
Online social networking sites-a novel setting for health promotion?
TLDR
It is argued that online social interaction may gain more importance than geographic closeness for defining a 'setting' as many of the authors' daily activities have shifted to cyberspace. Expand
Retail grocery store marketing strategies and obesity: an integrative review.
TLDR
Findings suggest several strategies for in-store marketing to promote healthful eating by increasing availability, affordability, prominence, and promotion of healthful foods and/or restricting or de-marketing unhealthy foods. Expand
Participant behavior and content of the online foreign languages learning and teaching platform
TLDR
The paper describes the results of an experiment in building an online platform for learning foreign languages that allows people to teach their native tongue without being professional instructors and special content development and participant behavior. Expand
Time banking service exchange systems: A review of the research and policy and practice implications in support of youth in transition
Youth and families in the child welfare and juvenile justice systems reside in high poverty communities and often have multiple, interlocking needs that require community support long after youth ageExpand
Online social networks for health behaviour change: Designing to increase socialization
TLDR
An online social network for health behaviour change called VivoSpace that was designed from a theoretical foundation is presented and it is found that socially-based determinants were not met in the design. Expand
...
1
2
3
4
...