Gamification: The Key to Re-Engaging High School Dropouts
26gems.io
26gems.io
[1] Leaving out the the sociological context. I really doubt "boredom" was a real reason, boredom sounds too much like self assessment.
edit: typos
So what value does a high school diploma provide? What's the reason for the $260k increase?
Gamification won't convince me to do something I'm not already interested in doing, and to some extent, even things I would like to do (e.g. learn a new language), but which are hard - gamification helps, but won't be enough to keep me learning.
That's just my personal observation. I do not know if it applies to others.
The same goes for the software that 26gems plans to implement. Gamification should not be its main selling point, but it can be an awesome finishing.
Do high-school dropouts really have a chance in such a competition if they need gamification to become re-engaged?
That's the whole point - if we're expecting employers to use gamification to engage them after hiring, then can we expect them (the majority of them, not the best of them) to learn nontrivial marketable skills on their own before getting that job?