Rooted in Research

Founded from 30+ Publications

5000+ Energized Attendees

Larysa Nodolny

The Science Behind Townhall

Founder, Dr. Larysa Nadolny, has been gamifying large classes, meetings and town hall style presentations for over 10 years.

Her focus on gamification was driven by one thing: RESULTS. If integrated properly, gamification significantly increases engagement. Engagement leads to motivation, which is what produces results.

This proven correlation is the foundation of the Townhall design and why it works.

Statistically significant results through gamification

13%

Increase in average grade using a gamified dashboard

170%

Increase in website clicks on content using gamfication

30%

Increase in attendance after gamified learning structure

Gamification:

Examining the characteristics of game-based learning: A content analysis and design framework (2020)

Designing for game-based learning: The effective integration of technology to support learning (2015)

Student participation and achievement in a large lecture course with game-based learning (2016)

Supporting motivation and effort persistence in an online financial literacy course through game-based learning (2019)

Exploring the rules of the game: Games in the classroom, game-based learning, gamification, and simulations (2017)

Game Research Trends at the Annual ASEE Conference: A 15-year Content Analysis (2021)

EPIC WIN: Designing for success with game-based learning (2016)

Customizing Students’ Learning Experiences while Designing an Online Course (2017)

Participatory Gamification Design: Navigating Diverse Perspectives (2022)

Gamification of Chemical Engineering Pathways: Evidence from Introductory Courses (2021)

Integration of Video Games To Support the FCS Education Food Production Standards (2021)

The best of all worlds: Combining the flipped classroom, game-based learning, and learning communities in a large technology integration course. (2018)

 

Virtual Reality:

SciEthics Interactive: science and ethics learning in a virtual environment (2013)

Practising conservation biology in a virtual rainforest world (2016)

Ethics in Engineering Education Using Virtual Worlds (2013)

In-World Behaviors and Learning in a Virtual World (2014)

Poetry in the Raw: the use of avatar names in the development of identity in virtual worlds. (2011)

 

Augmented Reality:

The impact of an augmented reality lesson on student achievement and motivation (2015)

Interactive print: The design of cognitive tasks in blended augmented reality and print documents (2017)

 

Ed Tech (K-12):

Designing with game-based learning: Game mechanics from middle school to higher education (2017)

Connecting future teachers with the teachers of today (2011)

Implementation and outcomes of a laptop initiative in career and technical high school education (2008)

Recommendations to support computational thinking in the elementary classroom (2017)

Minecraft and elementary literacy learning: The perspectives and ideas of preservice teachers (2022)

Screening Bot: a Playground for Critical Algorithmic Literacy Engagement with Youth (2021)

Laptops for all students: Year one evaluation of a laptop initiative in career and technical high school education (2008)

EXTENDED LEARNING- Utilizing Social Spaces and Mixed Reality in Academic Environments (2011)

Technology:

Using coding apps to support literacy instruction and develop coding literacy (2016)

Empathetic Play: Proposal of an Interactive Storytelling Game as an Intervention to Cyberbullying (2018)

EXTENDED LEARNING (2011)

Why are remote meetings so challenging?

Are you struggling with remote meetings? You’re not alone. In today’s increasingly digital world, more and more teams are turning to remote meetings as a way to stay connected and collaborate. However, as anyone who has attended a remote meeting can attest, these meetings can often be challenging and frustrating.

One common issue with remote meetings is that it can be difficult to keep everyone engaged and focused. When team members are not in the same physical space, it can be easy for them to become distracted or multitask, which can make it hard to have a productive meeting.

What does the research tell us about running better remote meetings?

Participant engagement is important in any meeting, but it is particularly crucial in remote meetings. This is because remote meetings can be more prone to distractions and technical issues, which can make it more challenging for participants to stay focused and engaged. In addition, remote meetings may not provide the same sense of community and connection as in-person meetings, which can make it harder to maintain engagement.

Research suggests that engaged participants are more likely to be productive and contribute valuable ideas and insights to the meeting. Therefore, it is important for organizations to take steps to promote participant engagement during remote meetings.

How does gamification lead to higher engagement?

Gamification is a technique that involves the use of game elements and mechanics in non-game contexts to increase engagement and motivation. It can be used in a variety of settings, including education, training, and the workplace, to make activities more interactive and enjoyable. There are several ways in which gamification can lead to higher engagement:

First, gamification provides a sense of progress and accomplishment. By incorporating elements such as points, badges, and leaderboards, gamification allows individuals to track their progress and see their achievements. This can provide a sense of accomplishment and encourage continued participation.

Second, gamification fosters competition. Many gamification elements, such as leaderboards and challenges, create a sense of competition, which can increase motivation and engagement. Third, gamification adds an element of fun. Gamification can make activities more enjoyable, which can increase engagement and motivation. Finally, gamification allows for personalization. Gamification can be customized to individual preferences and goals, which can increase personal relevance and engagement.

Overall, gamification can be an effective tool for increasing engagement in a variety of contexts, as it provides a range of elements and mechanics that can keep individuals motivated and involved.

Can higher engagement lead to higher productivity?

There is a strong relationship between engagement and productivity. Engagement refers to the level of involvement, enthusiasm, and interest that an individual has in a particular activity or task. When an individual is highly engaged in their work, they are likely to be more motivated, focused, and productive. On the other hand, if an individual is not engaged in their work, they may lack motivation and struggle to complete tasks effectively.

There are several factors that can influence engagement, including the level of personal relevance, the perceived difficulty of the task, and the level of feedback and support provided. When these factors are favorable, individuals are more likely to be engaged in their work, which can lead to higher levels of productivity.

In addition, research has shown that engaged employees tend to be more innovative and creative, which can lead to increased productivity and better outcomes for organizations. Engaged employees are also more likely to stay with an organization, which can help reduce turnover and the associated costs.

Overall, it is clear that engagement plays a critical role in productivity, and organizations that are able to foster a culture of engagement are likely to see positive results in terms of employee performance and outcomes.

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