The idea of play being used as a learning tool has existed for a long time, with theorists like Jean Piaget and Leonard Vygotsky in 1962 proposing there's an important link between cognitive development and play.
Read MoreThe metaverse has always had a strong gaming component. The open-world environment of the metaverse can be seen as a direct descendent of open world games, and most games have always had in-game economies to sustain games and add incentive for players.
Read MoreIn this article, we'll outline the biggest gamification mistakes most businesses make, and offer some tips on how to avoid them. Another common problem with gamification is making too many demands from employees.
Read More"With a commercial airline, one of the things on the table is a branded WheelCoin app. Could an airline have its own ground mobility loyalty program built off our green mobility gamification scheme? Airlines are trying to figure out how they can be part of the low-carbon economy given that there's only so much they can reduce emissions from the planes themselves," Cohen says.
Read MoreAs the Lead Learning Evangelist for Adobe Learning Manager, what do you think is the most common myth or misconception that prevents organizations from fully leveraging advanced learning platforms to address their current pain points?
Read MoreWhile labor woes are spurring many organizations to accelerate their efforts in exploring automation and technology, one rather interesting, and somewhat outside the norm area of technology that shows potential, and is being used by some organizations such as Amazon to enhance employee engagement and retention is gamification.
Read MoreNam's visit to Tunis consists of two trips, the first of which was in late May. "I ran a two-week long workshop on game design and development, and the implication of virtual reality," said Nam. His work overseas mirrors the work he's doing with his students at Mason, which includes upcoming projects that focus on concepts such as Serious Games and digital therapeutics.
Read MoreMade by a Game Designer We all like to think we can make games because we like games or even studied game design. If you look at the game charts over the last few years, they have been dominated by only one or two games. The point is a good game is usually made by a good game designer.
Read MoreDue to its effectiveness in producing greater learner engagement and better overall learning outcomes, over the past decade or so there's been tremendous interest in game-based learning. Learners can share what they learn with friends and family via Facebook, Twitter, etc.
Read MoreGamification might be the answer if you're looking for a way to make teaching financial responsibility more palatable for you and your students. Gamification can help you teach financial responsibility in a fun and engaging way.
Read MoreGamification, as defined in the dictionary, is "The application of typical elements of game playing to other areas of activity." This article will explore why gamifying education is essential, especially since we are now living in a time of remote learning and educating. Gamification - an Overview The turning point for gamification in education came with the development and creation of Foldit, a highly-popular online puzzle video game.
Read MoreThe expression is appropriate not only because of its ingenuity, but also because dating apps are becoming more and more like video games. A study by Stanford University in the US found that 39% of heterosexual couples and 60% of same-sex couples meet through dating apps.
Read MoreEven where employee involvement is necessary, AI is there again to drive decision-based or predictive-routing algorithms of customer interactions, expediting the engagement journey for customers. This is why gamification has come to the forefront not just as a gimmick, but as a way to ensure that regardless of the business objective, employees engage with it.
Read MoreEducators work hard to set students up for success in a world that is increasingly digital. "Students are going to be working in a world where they'll need to have proficiency in technology, so it's important to teach those skill sets at a young age." Gamification is one way school districts are exploring the new education landscape.
Read MoreGamification has become popular in marketing because it helps brands build loyalty and engagement with their audience through gamified content. What is Gamification? Gamification is the process of using game thinking and game mechanics to motivate and engage people in a non-game context. Gamification has been used by organizations such as NASA, the US military and even governments.
Read MoreWell, I believe the best websites are already like games, because the very best websites, mobile apps, and digital experiences all use gamification in their design. In my view, if your business isn't already applying game mechanics to the design of your digital experiences, you're already losing.
Read MoreIt's no surprise that gaming and play are informing new business models and shaping the future of work in all kinds of settings. The future of hybrid work is changing, and adding virtual reality into the mix of remote and in-office collaboration can create a new, dynamic workspace that gives businesses the best of both worlds.
Read MoreIn 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.
Read MoreNew research suggests that gamified education can help students to improve spatial reasoning skills. The study from the University of South Australia showed that regular use of Makers Empire - a gamified 3D computer-aided design program - can significantly improve spatial reasoning skills in up to 85% of children.
Read MoreMore recently, many apps have focused on developing and improving mood and mental health such as headspace and mindfulness skills, but there has been little attempt to develop complex adventure games that support mental health and build psychological flexibility and resilience.
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