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Applying gamification in an educational website: An open innovation case

Applying gamification in an educational website: An open innovation case

SIHAM EL-KAFAFI and DIEGO PINTO, ICL Business School, New Zealand

Purpose: The aim of this research paper is to propose the use of open innovation to the government-owned organisation, Education New Zealand (NZ) to boost the engagement among users, promote communication and interaction among, educational institutions and partners.

Design/methodology/approach: The research is utilising a semi-radical innovation approach and a Play-To-Win strategy as a means of competitive advantage for the organisation in such a competitive industry.

Findings: The research provides a new layer of software (with principles of gamification) to be utilised by the Education NZ through their current website. This software will resolve existing problems that are hindering international students from accessing information on the website with ease.

Originality/value: Delivering innovative software to assist an educational organisation in providing Fast Experimentation and Fast Learning Process (collecting and analysing data) to get increasingly a more successful product, service and business model.

Keywords: open innovation; semi-radical innovation approach; play-to-win strategy; education NZ and gamification.

Outlook 2015 - Pinto.pdf
Outlook 2015 - Pinto.pdf