HELIX Innovations Collection
12Sep/102

SCVNGR

creative, original44444
adoptable, replicable44444
promises impact, influence2.52.52.52.52.5
inspires, motivates change3.53.53.53.53.5
paradigm shifting, game changing3.53.53.53.53.5

Why is it innovative?What do you think? Click to comment.
Using this location-based mobile app as a means to facilitate student engagement with orientation programs & student activities may contribute to greater student retention.

More Information

From the SCVNGR website:

SCVNGR is a game.

And playing is easy. Go places. Do challenges. Earn points! That’s the core of it, but there’s a whole lot more. Discover cool new places. Do exciting new things. Share what you’re up to with your friends. Unlock badges (and even real world rewards) by doing quick, fun challenges at your favorite places as you go about your daily life.

From Mashable, On SCVNGR the Checkin Game Is What You Make It, August 12, 2010

The idea behind user-generated challenges is to allow game players to define the game for themselves. SCVNGR players could already select from a few seeded challenges such as snapping a photo or completing a social checkin; now they can easily create their own via the mobile app.

SCVNGR also updated the application with intelligent friend suggestions based on a user’s Facebook and Twitter connections as well as prior social checkin behavior. Photo captions and improved nearby place suggestions were added in this update as well.

From Inside Higher Ed, Using mobile apps for navigation, orientation, and transition, September 2, 2010

SCVNGR, unlike Foursquare and "check-ins," is a game-based app that focuses on "rewards." According to BU's Dean of Students Kenn Elmore: "I'm interested in how games can teach people to be confident and to figure out the big picture. I like the game approach as a way to help students see the place and pick up information along the way. I like that students can build trust with each other by playing together -- a community builder."

350 universities currently use SCVNGR as a recruitment and retention tool. It will be interesting to see how student affairs practitioners assess the impact of SCVNGR and other location-based mobile apps. The potential growth for technology-based forms of "challenge and support" seems to be boundless.

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Comments (2) Trackbacks (0)
  1. creative, original 44444
    adoptable, replicable 44444
    promises impact, influence 33333
    inspires, motivates change 22222
    paradigm shifting, game changing 44444

    This technology’s new but it looks like colleges, through the innovative efforts of student affairs professionals, are quickly finding uses beyond simple ‘college tours’. How about in courses? There’s some limited discussion of how one may use location-based apps:

    http://www.accreditedonlinecolleges.com/blog/2010/30-ways-to-use-foursquare-in-education/

    For such experiential learning opportunities as ‘City-as-Text’, the potential of location-based apps as a means to increase engagement immediately comes to mind.

  2. creative, original 44444
    adoptable, replicable 44444
    promises impact, influence 22222
    inspires, motivates change 55555
    paradigm shifting, game changing 33333

    I rated this one five stars on “inspires, motivates change” with the hop that this kind of application does inspire use of the kinds of curricular applications that “g” points out in his comments. It is nice, in any case, to have a clearly useful application for social media tools that many are quick to dismiss.


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creative, original
adoptable, replicable
promises impact, influence
inspires, motivates change
paradigm shifting, game changing

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