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Influencer Strategy

Based on the influencer model by Grenny, Maxfield, and Shimberg, In the following lines, I will explain the influencer strategy, which includes the results, measures, vital behaviors, and organizational influencers for my innovation plan propose to enhance the teaching and learning of mathematics through gamification by using different games adapted to this level where the way to acquire mathematical knowledge is more rewarding and fun. I will also explain an influence model of the six sources of influence to implement gamification as a teaching tool in my pre-kindergarten math classroom during the 2024-2025 school year.

Part A

 

Results I want to achieve and how I will measure them.

The results I want to achieve at the end of the school year are the following:

To improve the academic performance of 80% of pre-kindergarten students in mathematics. I will measure this result by carrying out periodic evaluations of the student's progress in mathematics, and we will compare the results obtained before and after the implementation of the influence strategy.

To increase the enthusiasm, interest, and motivation of 80% of pre-kindergarten students toward learning mathematics, I will measure this result through surveys that assess the student's confidence and motivation before and after gamification.

To encourage the development of mathematical skills in at least 80% of students; I will measure this result through an observation guide I will apply during class when students use gamification in different games.

To promote a more attractive and fun learning environment, I will measure this result through classroom observations and feedback from students and teachers.

To increase in active participation of at least 80% of students. I will measure this result through direct observation in the classroom, keeping a tracking record of each student's involvement in gamification activities during math sessions.

Vital behavior(s) I am trying to change

The vital behavior I am trying to change is to improve the students' perception of mathematics as a challenging, complex, and tedious subject and give it a fun and exciting experience through interactive technological tools like gamification, allowing students to participate and engage in mathematical activities and fostering their intrinsic motivation.

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Influencers in my organization

The influencers in the organization are my school's directors, instructional specialists, teachers, and parents. All of them will help promote the implementation of the gamification strategy in pre-kindergarten to enhance the teaching and learning of mathematics.

Part B

The Six Sources of Influence

In this part of my influence strategy, I will explain through the matrix of the six sources of influence how these will shape the vital/desired behaviors that I am trying to change (personal motivation, personal ability, social motivation, social ability, structural motivation, and structural ability.

References

Greeny, J., Patterson, K., Maxfield, D., McMillan, R., & A. (2013). Influencer: The New Science of                      Leading Change. New York, NY: McGraw-Hill.

VitalSmarts. (2013). How to 10X YOUR INFLUENCE. 10X Your Influence Research Report.

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