Why does this irony exist? How come many people find the real thing boring? Let's dig into this issue deeper, find out why, and discover what you can do to make simulation games fun again. Many will argue that simulation games are fun and exciting, and they're correct to a point.
Read MoreLoyalty programs are becoming more important than ever as rising inflation causes shoppers to seek the best deals possible, but too many offer the same, uninspired benefits - leading to 50% of consumers believing that loyalty programs don't offer much value, according to a study by Incisiv in partnership with PAR/Punchh.
Read MoreAir University is moving into gamification to help improve the standards of learning and modernize the teaching environment. The Air University Teaching and Learning Center has been spearheading the teaching side of gamification.
Read MoreWhat Is Gamification? Before we take a deep dive into the benefits of gamification in e-learning, let's briefly review what gamification means. If you have been thinking about how gamification and learning connect, consider the works of Dmitri and the neuroscientists.
Read MoreBased on the experience of specific people and organizations, we explain how gamification can be a method for research, education, improvement of the urban environment, and organization of interaction between different subjects.
Read MoreBack in 2010 This mission to take our interest in gaming and collective imagining exercises and use them to help us better understand possible future outcomes-you and your team have been engaged in this for a while, and you have an astoundingly impressive track record at anticipating possible future outcomes.
Read MoreGamification increases overall participation and can be highly effective in enriching your organisation's e-learning. Gamification can provide engaging and immersive learning experiences that encourages employees to apply their learning at work.
Read MoreApart from the obvious reasons such as students' greater reliance on technology to support their education, students nowadays have a 'new attitude to the learning process and higher requirements for teaching and learning'.
Read MoreTechnology And Gamification Are Key According to a recent survey by Dell with 12,000 GenZ respondents, 91 per cent claim technology would influence their choice of employment among similar job offers, 80 per cent say they want to work with cutting-edge tech, and again 80 per cent believe technology and automation will bring a more equitable work environment.
Read MoreGamification can be a compelling mechanic, encouraging long-lasting behavior change. Gamification has a direct relationship with game theory, where systems or humans consider other participants' potential actions in 'deciding' what to do next.
Read MoreGamification refers to incorporating elements to the non-gaming environment such as online learning. "Gamification aspects such as collaborative problem solving, point-based reward system, achievement badges and narrative help learners enhance their outcomes while enjoying their learnings for a longer time," CB Arun Kumar, academic director, EDGE by Pearl Academy, told FE Education.
Read MoreAs Infants, we experience the greatest explosion of learning of our lives, we learn a language, we learn to walk and to gain and perfect gross and fine motor skills, and we learn social skills. The particular concern in learning is that bored learners will not engage, so we have to spend more time, effort and money to inject some fun back in - to gamify the learning to ensure that it is consumed.
Read MoreEmployee learning and development are deemed critical for the growth of any modern-day organisation. Across the globe, enterprises are exploring different pathways using digital learning modules that deploy training in an impactful manner.
Read MoreOur ambitious goal as a company is to use gamification to drive collective change in the attitudes and behavior of humanity, to build a better world. When it comes to our largest clientele, the life science industry, the desired collective changes in attitudes and behavior have to do with e.g. compliance to treatments, engagement to prevention, patient education and general awareness.
Read MoreIn-class exams have the power to make even the most dedicated of students quake with fear, not to mention the damage they can do to the egos of struggling learners. For some students, the stress causes their minds to go blank, while others experience physical symptoms like headaches and nausea.
Read MoreEmployees outside of the sector are still more likely to encounter gamification as a consumer through reward cards or virtual chatbots, than in the workplace. Workplace gamification is supposed to be enjoyable for its participants, with many firms using it as an employee retention tactic amid the so-called Great Resignation.
Read MoreGamification complements traditional techniques and is a proven tool to enhance student motivation and learning outcomes, even during pandemic times, as noted by Frontiers in Psychology. Virtual learning can involve game-like simulated environments that bring adaptive learning opportunities-enabled by instant feedback-to both educators and students.
Read MoreWhat does that mean for your gamification strategies? Here are 8 psychological principles to bear in mind. Training gamification should put learners in the driver's seat.
Read MoreMany of today's top companies are now turning to games and artificial intelligence, which can elevate the human experience and maximize cultural intelligence in the workplace. You're probably thinking, how do we get employees comfortable with becoming more culturally intelligent and able to self recognise the areas where they need development? In one word: games.
Read MoreGamification of learning is an educational strategy that uses video game-inspired design and elements in a learning environment to inspire students while superlating their enjoyment and engagement. Game-based learning is another active learning strategy in which games are utilised to help students learn more effectively.
Read More