At the Institute for Communications and Gamification Research (iComGam), our aim is to make research more accessible and enjoyable for the younger generation.
We are committed to transforming the landscape of learning and communication through innovative approaches such as game-based learning, social media content creation, and strategic public relations. Our mission is to bridge the gap between cutting-edge research and real-world application, empowering individuals and organizations to communicate effectively and engage meaningfully.
By harnessing the power of gamification, we strive to create immersive and engaging educational experiences that resonate with today’s youth. Our collaborative efforts with global partners enable us to advance quality education, foster economic growth, and drive innovation, all in alignment with the United Nations’ Sustainable Development Goals. Join us in revolutionizing the way we learn, create, and connect, making research an exciting and impactful journey for the younger generation.
We are committed to transforming the landscape of learning and communication through innovative approaches such as –
To be a global leader in communication and gamification research, shaping the future of how we learn, create, entertain, and connect.
To create a world where communication is meaningful and effective, enabling deeper connections through innovative strategies and tools, all in alignment with the United Nations’ Sustainable Development Goals.
Specific Objective:
Develop and implement game-based learning modules in at least five university-level communication courses by December 2030.
Specific Strategies:
Aligned with SDG 4: Enhance quality education and promote lifelong learning opportunities.
Specific Objective:
Publish at least ten peer-reviewed research papers on game-based learning and communication strategies by the end of 2030.
Specific Target
Aligned with SDG 9: Promote innovation and enhance research capabilities.
Specific Objective:
Establish at least five strategic partnerships with universities, industry leaders, and research institutions by 2030.
Specific Strategies:
Aligned with SDG 17: Strengthen partnerships for sustainable development.
Specific Objective:
Launch an annual conference on communication and gamification research by 2025, attracting at least 200 participants from academia and industry.
Specific Targets:
Aligned with SDG 9: Foster innovation and knowledge sharing in the industry.
Specific Objective:
Integrate sustainability principles into all iComGam projects and initiatives, ensuring alignment with SDG 4, SDG 8, and SDG 9 by 2030.
Specific Strategies:
Aligned with SDG 4, SDG 8, and SDG 9: Ensure all projects contribute to these global goals.
Internal |
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External |
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Intervening |
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Active Currently engaged and participating. |
Passive Aware but not actively participating |
Latent Unaware but potential to engage. |
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Internal |
Students currently engaged in game-based learning modules. Academics actively incorporating innovative teaching methods. Creative Professionals actively seeking new ways to drive engagement. |
Students aware of game-based learning but not actively participating. Academics aware of innovative teaching methods but not currently using them. Creative professionals aware of gamification but not currently applying it. |
Students unaware of the benefits of game-based learning but have the potential to engage. Academics unfamiliar with game-based learning but open to adopting new teaching strategies. Creative professionals unaware of gamification’s potential but interested in innovation. |
External |
Academic Institutions already collaborating on game-based learning projects. Business Leaders actively seeking and implementing effective communication strategies. |
Academic Institutions aware of game-based learning but not currently involved. Business leaders aware of the benefits of advanced communication strategies but not yet implementing them. |
Academic Institutions unaware of game-based learning’s potential but interested in enhancing their curricula. Business leaders unaware of the advanced communication strategies but interested in exploring new approaches. |
Intervening |
Professionals in various industries actively promoting and adopting gamification and innovative communication. Individuals actively supporting policies and programs that integrate innovative teaching methods. |
Professionals aware of innovative communication strategies but not yet adopting them. Policy makers and Academic administrators aware of innovative teaching methods but not actively promoting them. |
Professionals unaware of the benefits of gamification and advanced communication strategies but open to learning. Policy makers and academic administrators unfamiliar with gamification but interested in policy innovation. |
Mirpur DOHS. Dhaka, Bangladesh
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