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Student-faculty research focuses on gamification as a teaching tool

Nathan Dinh '25 and Christian Lopez, assistant professor of computer science, have teamed up to research how gamification and machine learning can be used to teach programming. Funded by the EXCEL Scholars Program, their work together is focused on developing personalized gamified educational applications that look and feel like computer games but whose main purpose is to teach programming by adapting to the skill level and learning pace of the individual student.

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Gamifying Events: Experience, Agency and Role playing

While my new year resolution was to create more content, there were two main events that have kept me from achieving that promise: my own wedding and an event me and my team designed with LNL Agency for Coca-Cola! How are they related? Well, actually I landed the second job thanks to what me and my wife designed for our wedding, and it was the learnings we got from doing the first that lead us to probably one of our most successful experiences in the field of life-event gamification.

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Revolutionizing Language Learning: Gamification in Engaging and Diversifying the User Experience

Gamification as a solution - A story of a diverse digital product designer Have you ever wondered how Duolingo has transformed language learning behaviors and enriched countless lives? It's a revolutionary app with more users than there are public school students in the U.S. What's the key to Duolingo's widespread success? The answer is straightforward - It's a gamified learning experience, crafted by a dedicated team of creative minds.

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Feeling Clever: Thematic Design in Sid Sackson’s Games Studies

Sackson participated in multiple gaming groups throughout his life, but Bernice and Sackson also seemed to delight in inviting fellow gamers over to the house for a more intimate evening of dinner and games. 14 The collection was thus auctioned off in parts soon after the resolution of Sackson's estate, with many of the games stamped with the mark "From the Personal Collection of Sid Sackson - signature".

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The difference between Gamification and Incentivization, and how to use them in edTech

In an attempt to get you to learn daily Duolingo encourages you to keep a learning streak. While you won't find certificates in games, they are a ubiquitous part of learning. Making sandbox learning environments is difficult - no two ways about it! Unlike most e-learning, where there is no set learning path.

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Virtual Reality in Schools: Game Changer or Big Headache?

First, the very kind and patient volunteer helping out with the experience had trouble helping me figure out if my regular eyeglasses could go under the goggles. I finally got the hang of it-kindasorta-using hand controls to toss a virtual paper airplane and put a virtual disk in a virtual slot.

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