In order to teach school-age children the basics of cybersecurity, two Kennesaw State University professors are collaborating on a method to deliver lessons where K-12 students spend most of their time: playing video games.
Read MoreSome tried to continue to carry the torch, and still do, but many fell to the side - either jumping to the next exciting technology in the hype cycle, or moving on to other interests naturally. In 2021, what is the real truth of gamification now? Well, let's see if I can't get some discussion going by offering a few of my truths! The Ugly The worst thing about gamification in 2021, is that people still don't understand what it actually is.
Read MoreThe first video game I taught with this year is The Bad News Game. The game chooses simple topics that most of us are too familiar with to illustrate the patterns followed by many propagandists. Any time you try to act morally, the game will stop you and make you act like a troll.
Read MoreGamification in this context refers to the application of games in a non-game context. Gamification has large potential but inherently, the application of gamification has been limited to typical trivial elements of game playing like creating scorecards, leaderboards, avatars, and badges.
Read MoreThe sudden and seemingly relentless introduction of all sorts of learning games and gamification leads to the inevitable question: "Do games and gamification used within a corporate environment lead to better learning and, ultimately, better organizational performance?".
Read MoreYounger people play games - they're not relevant for audiences 50 and older. Branded games are more effective with the under 55s. What has consistently surprised us, when we see branded games in a marketing strategy, is which age group engages the most.
Read MoreAre our South African universities equipped to engage with and stimulate these digitally immersed learners? Wits University's Emeritus Professor Barry Dwolatzky, who serves on the Computer Science Advisory Board of University of the People, a tuition-free, online university, says that conventional education models are starting to become superfluous in our modern age as more learners go online.
Read MoreThe game design process started with Semis, 23, during his correctional facility sentence in 2019.There, he laid down The Run Around's foundational elements in collaboration with iThrive, a nonprofit games foundation with roots in Newton.
Read MoreIf you look at Flow or my Engagement Channel stuff, you will see that to enter flow and be truly engaged, the challenge of whatever you are doing should match or slightly exceed your current skill level.
Read MoreRew Denning, an associate professor, notes that the increasing sophistication of history-based titles and the growing number of scholars who grew up on video games are softening higher education's distrust of the activity; a University of Tennessee course centers on the "Red Dead Redemption" series, wherein players explore turn-of-the-century America.
Read MoreAre our South African universities equipped to engage with and stimulate these digitally immersed learners? Wits University's Emeritus Professor Barry Dwolatzky, who serves on the Computer Science Advisory Board of University of the People, a tuition-free, online university, says that conventional education models are starting to become superfluous in our modern age as more learners go online.
Read MoreLet's explore some recent innovative and strategic applications of gamification in customer engagement that have the potential to boost loyalty throughout all stages of the customer lifecycle. While maintaining a high affinity with those audiences, Timberland wanted to drive similar engagement among customer groups that are typically less engaged online.
Read MoreTo make math learning less of a tedious task and to enhance the quality and method of math learning, we offer innovative educational games such as puzzle cards, workbooks, tabs and math boxes," said Manan Khurma, founder and chairman, Cuemath, a startup that offers maths classes for kindergarten to 12th grade and coding for children from Grade 1 up to Grade 12.
Read MoreIn Democracy 3, players take control of the government of their selected country. As the president / chancellor / prime minister, the player must not only keep their country running efficiently but do so in a way that does not stress the political system or prevent their reelection.
Read MoreI recently saw a news article that certain parts of America were trialling an incentive program to try and encourage more people to get the COVID-19 vaccine. To me staying safe and keeping people safe is reason enough to take the vaccine - but hey - we are not all the same.
Read MoreThe gamification of learning is an educational approach that bridges the gap between 'work' and 'play' by introducing game elements into learning environments. In essence, gamification is effective because learning through play taps into raw human emotion.
Read MoreWhile at times, games have been criticized as sin and equated to doing nothing, games can have a huge impact upon culture in a multitude of ways. While beliefs concerning games and their worth have varied over their entire existence, the conclusion today by game scholars is that games can teach players all manner of things.
Read MoreBasically, GBL is a strategy that uses the idea of a playing game to reach specific learning objectives, whether they belong to knowledge, skills, or attitudes.
Read MoreHow would you feel if I told you that after an immensely boring training session you would have to fill out a mundane form for rating and evaluation purposes? There are numerous researchers who have shown that there is a boost in efficiency with the help of gamified employee evaluation solutions.
Read MoreIf this is the case then the focus should be on the design of the game elements, drawing from game design theory and understanding the motivation to play games in order to create the most engaging player experience that will keep people playing. The most complete and solid definition proposed has been by Deterding, Dixon, Khaled and Nacke who define gamification as "The use of game design elements in non-game contexts".
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