Where are the Activity Stream Notifications? So if you are not seeing activity stream notifications for users earning badges by completing missions you have two choices. Jive Admin System Property: nitro. Select Credit or Debit points.

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Where are the Activity Stream Notifications? So if you are not seeing activity stream notifications for users earning badges by completing missions you have two choices. Jive Admin System Property: nitro. Select Credit or Debit points. Select the Update lifetime point balance checkbox. Follow instructions to import new points balance via CSV file. Note: This can be done in bulk for multiple user IDs, up to at a time.

These are global levels that are based on points awarded from missions. Each level can have a custom icon, name, point threshold, description, and action phrase. You should update the out-of-the-box status levels as part of your Advanced Gamification Module deployment plan.

To modify a level: Hover over the level you want to change and click Edit. Enter or modify the information and click Save. To add a new level: Click the New level button. Enter the level information. At minimum, Level name and points are required. Click Save. This list includes all valid actions regardless of Jive version. Depending on your Jive version, some actions will not be available to you For example, Jive 6 does not have skills and endorsements. To see your available actions in Nitro Studio, under Integrate, click Actions.

Note: The list of actions in your console will not automatically include every action in the documentation. You may need to add actions to the console to make them available.

Enter a folder name and click Save. To create an action: Select the folder you want to put the action in. Alternatively, you can select a folder on the Advanced tab when creating the action. Enter the name of the action as it is listed in Jive Advanced Gamification Module: Action List Jive Community The name has to exactly match the case and format of the names in the documentation or the module will not recognize it. Prefix Matching: This option allows you to create an action name like ContentEvent and the system matches it with any action that starts with that.

For example, when you want to create a mission that rewards the user for creating anything you could use this action instead of specific ones. You will need to be careful for some actions though as there are "passive" versions of them. Thus if your action is CommentEvent it will pick up both versions. The dash changes the "prefix" thus ensuring you get the correct actions. You cannot delete an action currently being used by a mission.

How do I Create and Modify Missions? You can create folders to organize your missions. Folders and missions must have unique names. Each mission has 4 pages: About, Who, Rules, and Rewards. In some cases, pages contain options that Jive will not use. Note: Team missions are not repeatable.

Advanced Details - These are less commonly used, but helpful options. Some options will change if the Repeating option is enabled. The following are the most used options: Start and End Date - Each mission can start and end on specific dates. It can be disabled by clearing the "Make this mission active" checkbox in the About section.

Maximum Available - Determines how many maximum points or missions are available. This is useful when you want to do a mission that only rewards the "first x number of people who accomplish it. Daily Maximum repeating missions only - Allows you to set how many times per day a user can get credit for accomplishing this mission. Who: The Who page defines which users can participate in the mission. Actions are not accumulated until the requirements are met. Segment - Set the mission to be specific to a team.

Add a description, set Equals, and click Done. Mission - Set other missions as a requirement to this mission. Until the requirement is met, the mission is not visible or achievable to the user. Level - Requires the user to be at a certain level before they can access the challenge.

Rules: The Rules page defines one or more rules that become the requirement for the user to accomplish the mission. Rules also include the mission logic: Must complete ANY of the rules listed OR - this means that any one of the rules needs to be completed. Must complete ALL of the rules in the order listed AND - toggle this option to Yes to require that users complete the rules in the specific order listed in the mission.

These types of missions can be more difficult to complete and thus should have very good descriptions. Rewards: The Rewards page defines what users get for completing the mission based on defined rules. You can give points, badges or items, or do a combination of things. Every mission can be tied to a specific place or piece of content.

Missions cannot be tied to a specific user, unless the user is being identified as a User Container. The actual process of making the mission specific to a place or content is adding metadata to the rule s of the mission. Each rule can have only ONE 1 set of metadata applied to it thus you can tie a rule to only 1 space, group, project, or piece of content.

Note: Nitro Studio does not follow space hierarchy and sub-space structure so a rule applied to a specific space is for THAT space only, not any sub-spaces to it. If you want to add a rule to the sub-spaces you will have to create a separate rule for each sub-space. See the metadata cheatsheet for additional help with custom missions.

Metadata is two pieces of required information used to define exactly what object you are applying a rule to. Depending on the object place vs. Click the "Start a Discussion" action or any other type of content in that place. Note the URL of this page. It will contain the containerID. Record that digit number. Use what is listed above! Search for the user. For content such as documents and blog posts that have draft forms, that is sufficient.

One is for the thread itself see above and the other is for replies. In the following screenshot, the actual ID number is though it is listed twice. How do I Apply the Metadata Information? Metadata is applied in each rule that you want to tie to a specific place or piece of content. You can add metadata while creating a mission or by editing an existing mission. For each rule in the mission, expand the Advanced Options section if editing, click Edit first.

Click Add More Metadata Rules. The following shows how the metadata looks in the rule. Any error in the case, name, or ID number result in the mission not working.

All values of metadata are lowercase. Can you Manually Assign a Mission to a User? You can manually assign a mission to a user, but when should you?

Do this when you need to reward for things outside of Jive. However, this is a very manual tedious process so use it lightly. Any mission can be manually applied to any user as long as the mission is active. A commonly used name is "Nonexistent Action" or "Manual Action".

This will ensure that no user can complete the mission as the system will not recognize it, thus it will never "fire". Note: You need the Userid not the Username. Once you have that go back to Nitro Studio. Expand the appropriate mission. Note that the end user has the option to order their Missions view in other configurations alpha, completed, incomplete, etc.



Share on whatsapp Share on email The history of gamification is a long one. So step aboard our nostalgiamobile and join us on a trip back in time while we discover the roots of the revolution! Noticing that productivity was failing as sales of recreation and sports equipment was rising, Coonradt suggested that fun-and-games might be the answer to the thorny problem of employee engagement. The initiative sought to encourage customer loyalty by offering rewards for frequent patronage — a model we still see today in every high-street coffee shop. In , Thomas W. Malone released Toward a Theory of Intrinsically Motivating Instruction and Heuristics for Designing Enjoyable User Interfaces , two articles which outlined what could be learned from computer games and applied to other areas. This model would go on to become a cornerstone of many gamification initiatives.


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