EXPLORE SIU: GAMIFICATION CAMP
Designed for junior high and high school students who want to learn more about how to incorporate cutting-edge fields including virtual reality, artificial intelligence, augmented reality, and podcasting to gamify their stories and bring education to life.
Campers will use Virtual Reality headsets, a podcasting booth, and artificial intelligence programs in addition to learning about careers outside the traditional STEM fields that use these technologies. No previous experience with any of the technology covered in the camp is required.
Extra Good Stuff
Enjoying good times all day long, campers will have fun inside and outside: bowling, swimming at the Rec, gaming at the E-Sports Arena and paddling around campus lake – packing every minute with cool and entertaining action.
The goal of this project is to raise $2,500, which would allow 5 campers to attend camp and live on-campus at SIU in the dorm rooms. Many of whom would not have been able to attend without your support.
gam·i·fi·ca·tion (noun) adding game features into nongame thing, like a website, learning/training systems, fashion or marketing (to name a few), with the goal of engaging users and inspiring collaboration, sharing and interaction.
- By 2021, the estimated global market value of gamification will be $11.94 billion.
- The number of active video gamers worldwide in 2019 is 2.47 billion.
- By 2025, the global gamification sales revenue is estimated to reach $32 billion.
- Did you know: Domino’s pizza saw a 30% increase in sales after launching a mobile game app