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Posts in gamification
Startups use tech, ‘gamification’ for public health problems

Wellth, founded in 2014, seeks the answers by employing behavioral economics, which takes into account individual biases and how they affect decision-making. Users can earn small payouts, funded by Wellth clients that include medical groups and insurance companies, for doing things like taking their medication daily, a "Gamified" feature that encourages habit-forming behaviors.

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Why is gamified learning through creative learning activities important for early childhood education

Gamified learning is one of the most prominent trends which has been successfully implemented in early childhood learning. How is early childhood learning impacted by gamification you might ask. Early childhood research proves that children learn best through active, sensorial exploration and engagement.

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Gamenomics – Gamifying Stock Investments

In short, the gamified app is doing more than enabling learning the basics of stock market investments; rather it is building a community of stock market enthusiasts who are helping each other build and grow their wealth! As a game designer, I have drawn inspiration from many such exceptional applications of gamification for learning. What is the deterrent that you have to remove to create a safe space for your learners?

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8 Effective Ways Leaders Can Motivate Team Members And User Communities With Gamification

Luckily, there is a potential solution that more and more companies are turning to: gamification. As its name implies, gamification can make many "Routine" business processes more enjoyable for team members through a system of friendly competition and rewards, making it more likely that they'll engage thoroughly and gain a real benefit.

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I was wrong: A definition of gamification that should make sense to everyone!

Over the years I have realised that this is not much use to most people! I have banged my head against more tables and brick walls that I would care to mention trying to get people to understand "No, it's not about games. Well it could be urm" This comes down to the fact that in the non-academic world, the word gamification, or gamify sits in a series of words that essentially mean to become more of something, or to become it! Take the word beautify as an example.

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Exploring Learning Gamification in Decentralized Education

These innovations are essential as the traditional method of teaching did not sync with the students' learning preferences. Decentralized learning is a non-traditional method of knowledge transfer that replaces the centralized, unidirectional flow of knowledge with an open-source, transparent and rewarding system. Even though decentralized learning is an improvement on the existing system, it is still susceptible to some of the pitfalls of traditional learning systems.

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Here’s Why Gamification Can Help Companies Build Inclusive, High-Performing Teams

The platform's games are designed to help enterprises build tight-knit inclusive, high-performing teams by embracing differences and normalizing curiosity, courage, and connection at work. Its platform provides a library of live multiplayer psychology-based games designed to help enterprises build tight-knit inclusive, high-performing teams by embracing differences and normalizing curiosity, courage, and connection at work.

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Simulation Game Teaches Non-Security Staff How to Handle a Cyber Crisis

The challenge is to bring together all the different perspectives so they can work effectively with the security team in the case of a cyberattack or security incident. A new online simulation game from Kaspersky walks business executives and other non security staff through a simulated cyberattack against the UN First Committee, one of six main committees at the General Assembly of the United Nations.

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Playful tertiary learning – a different path to follow

Gamification of learning and game-based learning are popular in schools to ensure student participation and facilitates collaborative learning. A recent study conducted by Hitchens and Tulloch has reported that the students find gamification of learning as enjoyable and useful leaving only 15 per cent disagree with it.

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Playful tertiary learning – A different path to follow

Gamification of learning and game-based learning are popular in schools to ensure student participation and facilitates collaborative learning. A recent study conducted by Hitchens and Tulloch has reported that the students find gamification of learning as enjoyable and useful leaving only 15 per cent disagree with it.

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Not just a trend: Inclusion of Gamification in education

The abundant exposure of digitalization of almost every format is a way of living for the millennials and Gen Z. Identifying the popularity of esports, especially among the age-group who are still students, the new-age learning system applied its potential as a powerful, engaging tool to educate and reach students from different stages.

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Not Just a Trend: Inclusion of Gamification in Education

The abundant exposure of digitalization of almost every format is a way of living for the millennials and Gen Z. Identifying the popularity of esports, especially among the age-group who are still students, the new- age learning system applied its potential as a powerful, engaging tool to educate and reach students from different stages.

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Gamified Learning is Helping Students Connect the Dots Through Language

Educators need to treat mathematics as a language so students can connect what is happening "Underneath" the math. The gamified learning market is actively growing, but does growth necessarily mean it's being applied thoughtfully? Gamified learning has been a trend in education for years now, a key disruptor for platforms like Duolingo and Kahoot! to find success.

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6 Ways Gamification Is Implemented in College Education

God forbid using any devices during the learning process, either. 5 Reasons Why Educators & Learners Love It. So, what turned the opinion on gamification? Why is it now encouraged at colleges instead of being shunned? Long story short, it's proven to be a more effective approach towards education than the traditional, one-sided, passive learning.

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