Press Release

PowerMyLearning, K-12 Digital Learning Platform, Teams Up With Bunchball to Increase Student Engagement

New Gamification Features Triple the Number of Pages Visited per Session, Increase Time Spent on Platform by 42 Percent

REDWOOD CITY, Calif - Jan 29, 2015 — Bunchball, the pioneer and market leader in gamification today announced that PowerMyLearning, the K-12 digital learning platform, has seen dramatic increases in student engagement across the platform by incorporating gamification. 

Owned and operated by the nonprofit CFY, PowerMyLearning is designed to personalize instruction and drive student ownership of learning via playlists of educational content customized to meet students' needs. The platform has become a go-to destination for curated content aligned to the Common Core State Standards and spanning a range of subjects, including math, English Language Arts, science, technology and more. Its users, which include students, parents and educators, hail from more than 30,000 schools throughout the country.

In 2013, CFY's team was looking for ways to optimize their already successful platform. With over 15 years of experience in the digital learning space, CFY recognizes the importance of engagement in driving student ownership of learning and has a rigorous process for selecting only the most engaging online learning activities available. The team wanted to introduce innovative ways to motivate students to visit PowerMyLearning more frequently and spend more time on-site once they are there; to do so, they enlisted the help of Bunchball to implement a new generation of gamification elements.

Bunchball worked with PowerMyLearning to develop the student engagement strategy, identifying key performance metrics and analytics, and integrating the Nitro Platform into their online learning system. With the program, which launched in December of 2013, PowerMyLearning students earn "Power" as they interact with learning activities on the site. They can compete with friends and classmates, check their progress on class leaderboards, and level-up as they perform challenges and accomplish more.

Teachers are also using the gamification features to help motivate students and prevent learning loss when school is not in session. They assign playlists of activities to keep their students' skills sharp over breaks or even long weekends. During the summer, educators prepare incoming students with lists of activities that complement summer work. Parents too can now establish PowerMyLearning goals and track progress online, offering real-world rewards for successes.

"The Common Core is driving a significant shift in the level of standards our students are required to meet -- this kind of change warrants innovative approaches toward student learning," said Mark Malaspina, President of CFY. "An important goal of PowerMyLearning is to help students take full ownership of their learning experience because we know this will better prepare them for success. With gamification, we've been able to increase student engagement on the platform, and encourage additional time spent exploring, which ultimately help students make progress in their learning."

"When implemented well, gamification programs effectively encourage learning and mastery in all kinds of learning environments -- from large enterprise learning management systems to K-12 education," said Rajat Paharia, founder and chief product officer, Bunchball. "It's inspiring to see the same data-driven motivational techniques we've used with Fortune 2000 companies at work to help with the learning process in education. For students, parents and educators alike, we are proud to be on the forefront of ushering in proven technology to help students achieve more."

The Results
The PowerMyLearning platform implemented gamification across all three of its user groups:

  • Students: When students log in, they are welcomed to Wizmo World, a virtual universe filled with high-quality, vetted digital learning activities. Each student can choose his/her own avatar, tackle quests, earn "Power" by completing activities and compete with friends. A student needs to earn Power to advance his/her Wizmo (the iconic characters of Wizmo World) to the next level.
  • Parents: To motivate their children, parents can establish PowerMyLearning goals tied to real rewards and track progress online.
  • Educators: Teachers can use the class leaderboards on PowerMyLearning to create healthy competition among their students. They allow students to see where they rank among classmates. All of the features in Wizmo World help teachers keep their students motivated year-round.

PowerMyLearning was designed as a free resource for personalizing instruction and propelling student success. The platform enables users to create and assign customized playlists by choosing from thousands of curated learning activities from across the web or by uploading their own. It is an unbiased, trusted resource, and now that gamification has been added, PowerMyLearning has become even more effective. Since implementing gamification, PowerMyLearning has seen a 42 percent increase in average session time, and pages per student visit have tripled. Additionally, educators are reporting that their students readily embrace the gamified environment.

"I like it. You get to add friends and see their scores, and it's a competition," an eighth grader said. "Seeing other people's scores makes me want to be the highest." In another case, a teacher told his students he had 'good news' for them. "I am not giving you a packet over break; instead we will be using PowerMyLearning," he said ... and then the class burst into applause.

The increasing interest in gamification for education and training has grown significantly in recent years, as more and more organizations have moved to online tools and systems. Leading organizations, such as CFY, Syracuse and Sylvan Learning have designed compelling and effective programs with Bunchball, as have numerous Fortune 2000 companies. A new book, "Gamification in Education and Business," features two of Bunchball's analytics professionals, Keith Conley and Caitlin Donaldson, who co-authored a chapter on effectively measuring the benefits of gamification through analytics. Published in November 2014, the book is available on Amazon.com.

To learn more about PowerMyLearning's success, read this case study.

About PowerMyLearning
PowerMyLearning is a free K-12 platform for personalizing instruction and driving student ownership of learning via playlists of educational content. Developed by the national nonprofit CFY, the platform has become a go-to destination for thousands of curated activities aligned to the Common Core State Standards and across all major subject areas. PowerMyLearning is designed to motivate and support all key constituents in the learning process: students, parents, and educators. It is already in use in 30% of public school communities across the nation. For more information, visit www.PowerMyLearning.org or follow @PowerMyLearning. 

About Bunchball:
Bunchball is the market leader and visionary in gamification for the enterprise. Bunchball drives business results through gamification with its cloud-based platform that motivates and engages employees, customers and partners. Our world-class customer roster includes over 300 enterprise and Fortune 2000 companies, including Adobe, Cisco, HP, T-Mobile and VMware. Bunchball is strategically aligned with industry-leading partners, including BMC Software, Jive, IBM, NICE Systems and Salesforce.com, to deliver gamification solutions to enterprises globally. Based in Redwood City, California, Bunchball's investors include Parallax Capital Fund, Granite Ventures, Northport Investments and Correlation Ventures. For more information, visit www.bunchball.com, our blog at www.gamification.com, or follow @bunchball.

PRESS CONTACT:
Mina Manchester
Bateman Group
415-503-1818
Email: bunchball@bateman-group.com