
[Digest][Nov][W1] U2 Gamification
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•
English, Business
•
11th Grade
•
Hard
鄭卉含 鄭卉含
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10 Slides • 13 Questions
1
[digest] [Nov.][Week1] U2
Gamification
2
P.10
3
Poll
Read paragraph 1 on page 10 for the sales trap and share your experience. Do you often fall for this trick and purchase something you haven't planned to buy?
Oh my god, always!
Yes, it usually works (more than 50%).
No, not often (less than 50%).
This never happened.
4
Multiple Choice
Read paragraph 1 & 2 and answer: Which is NOT correct about gamification?
It is a sales technique that is more and more popular.
Companies apply it to campaigns, using gaming elements in contests, challenges or reward programs.
It boosts customer engagement, but customers need a key driver to be loyal to the brand.
5
Multiple Choice
Why is Shopee Farm mentioned in paragraph 2?
To remind us of the trick Shopee is using to lure you into buying more.
To alert readers of Shopee's reward games and social feature.
It's because Shopee is promoting new campaigns on their platform.
It's an example to show how gamification boost customer engagement.
6
Multiple Select
Which TWO ARE NOT a principle that a brand follows to incorporate gamification?
The games must be fun enough to set itself apart from its competitors.
The game element is supposed to be addictive, sticking in a consumer's mind.
Always design challenging questions for consumers to get exclusive discounts.
Devise solely virtual rewards which are beneficial only to their own games.
7
The offer (buy two to win a discount <折扣>) is so good that we can't pass up.(Pass up: just pass by and give it up)
請掃QR code 看影片解釋rather than用法:
用法1[7:29] & 用法3[11:25]
回不來喔!看完就要回答問題~認真看!
8
Open Ended
請簡單30字~50字左右摘要影片中rather than的用法一和用法三。
***不要亂按enter或換行喔!會送出答案,無法回來寫完!!***
9
Fill in the Blanks
[Practice] 請利用影片與第一段內容,翻譯以下的句子: [請打出整句!注意標點!]
聽到 7-11店員提醒買大杯咖啡可以有三倍點數,Regina立刻照做而非錯過促銷活動。
Hearing the 7-11 c_____ a_______ that ordering a large coffee brought in triple points, Regina did so ___ _____ _____ _____ _____.
Type answer...
10
Key driver: the force or incentive 主要的驅動力
後面something 指的是前面的brand awareness and loyalty. 意思是social sharing可強化品牌忠誠度
11
用what而非which!
That is exactly "the thing."
The company promotes "the thing."
==> 所以合併要用 "the thing" which 或是what
12
p.12
13
Multiple Select
What are the results corporations would like to achieve by gamification? [Day 1 paragraph 2, Day 2 paragraph 1] [複選!]
Attract new customers.
strengthen customer loyalty.
Boost their own sales.
Raise consumers' brand awareness.
14
Fill in the Blanks
Which sentence indicates that "top fan badges" is beneficial to both FB and users? Type the WHOLE sentence.
Type answer...
15
Fill in the Blanks
Why did Starbucks see its active member base grow by around 500 thousand users in one quarter only?
Type answer...
16
Multiple Select
What motivated Nike's users to commit to organized challenges?
A range in challenge difficulty to choose from.
Colorful full screen designs of prizes offered.
The sense of urgency brought by time limit.
17
Multiple Choice
______ this makes for a validating online interaction for those consumers, it also helps businesses to predict which users are most likely to convert to paying customers.
When
While
As
Since
18
While this makes for a validating online interaction for those consumers, it also helps businesses to predict which users are most likely to convert to paying customers.
*while對比出gamification對使用者和企業帶來不一樣的好處[可認證的線上互動/找出潛在願意付費的客戶]
*paying:願意付錢的(主動ing)
19
Fill in the Blanks
請問下面句子中為何grow用了原形動詞?在句子中有看到甚麼關鍵字嗎?請打出關鍵字
..., the coffee giant saw its app's active member base grow by half a million users in the second quarter alone.
Type answer...
20
請抄筆記!
*saw 為感官動詞
在這是見證的意思,後面接原形(見證了...) 。若接ving表示正在見證某事發生中。
*by+(數字)差距
有數字差距習慣用by放在數字前面
paying:願意付錢的(主動ing)
21
Open Ended
[分詞構句] 請找出下面分詞構句的主詞,並說明為何前面create用ed, grab用ing
Created to be attention grabbing, ..., but only for a limited time. [line 22]
22
Created to be attention grabbing, the challenges display as colorful full-screen designs that offer prizes to competitors, but only for a limited time!
* [The challenges are] Created to grab our attention, ... 挑戰是被創造來(主動)抓住我們的注意力*limited time--> 被限制的時間內
23
[digest] [Nov.][Week1] U2
Gamification
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