When I first heard about a new documentary, "Tacheles: The Heart of the Matter," which follows a group of Germans designing a video game about the Holocaust, in which "Jews can defend themselves and Nazis can act humanely," I thought it sounded like a recipe for disaster.
Read MoreThe online learning industry is progressing leaps and bounds since the addition of new-age features such as microlearning, AI, AR/VR, personalised learning, mobile-based learning and user-generated content. Gamification is another popular feature used by learning and development teams to make the courses interesting and engaging.
Read MoreTo learn more about this, I spoke with Matthew Pierce, Founder and CEO of Versus Systems, a company disrupting the conventional advertising world through gamification. It's a more immersive experience for advertising and is especially popular with Gen Z and young Millennial consumers.
Read MoreContinuing education courses can sometimes put accountants and tax professionals to sleep, but a new breed of e-learning is making the process more enjoyable and engaging. The game-based experience uses true crime stories to teach fraud detection and problem-solving skills using actors and some of the real-life participants.
Read MoreThe online learning industry is progressing leaps and bounds since the addition of new-age features like microlearning, AI, AR/VR, personalized learning, mobile-based learning, and user-generated content. Gamification is another popular feature used by learning and development teams to make the courses interesting and engaging.
Read MoreGrowth Engineering have taken Streaks to the next level and brought them to the world of L&D. It's time to earn that first virtual stamp on your virtual streak card by finding out what a Streak is on an Academy LMS:.What is a Streak?
Read MoreA new study published in JAMA Network examined the effectiveness of gamification in promoting physical activity and weight loss among adults with uncontrolled Type 2 diabetes. The one-year intervention gave participants a wearable, electronic step counter and an electronic scale, both from Withings, and randomly separated them into four arms - one control group and three gamification groups.
Read MoreMy wife, Jill, and her phone are like Siamese twins - attached all the time. Jill, who has Huntington's disease, stares into her phone for hours when we are at home, playing puzzle, tile, and problem-solving games such as Tile Master, Candy Crush Saga, Tile Connect, Perfect Time, and Get It Right!
Read MoreLast year, Manhattan Associates MANH introduced gamification functionality in their warehouse management system. The gamification functionality is used to improve performance and employee retention in the warehouse.
Read MoreWe always spend a chunk of time discussing the challenges that immigrants face and the racist laws that were created to limit immigration to the United States. One of the focal points of this unit is covering the Immigration Act of 1924, which placed massive restrictions on immigration to the United States.
Read MoreEducational board game LOOP: Life Of Ordinary People uses the concept of serious gaming as a channel for change, with the aim of questioning people's unsustainable consumption behaviours and consumers are taking the bait.
Read MoreSwiss health workers busy fighting the pandemic are being encouraged to unwind with a computer game that offers not only distraction but also knowledge to battle Covid-19 in real life. Players of "Escape Covid-19" are guided through a series of scenarios that health workers at hospitals and long-term care facilities encounter on a daily basis.
Read MoreIn the 21st year of the 21st century, with Covid-19 pandemic continuing to wreak havoc throughout the country, we have started observing the significant impact it is having on our students. The thing is, this type of learning involves a student passively watching a teacher's lecture, practicing rote memorisation, and then taking a test.
Read MoreNewby believes the implementation of esports into the academic curriculum is important for the College as a leading research university, and he currently is w.orking to help facilitate career connections with alumni and industry leaders and create a space for independent research opportunities in esports and gaming for interested students.
Read MoreOffering players a 'virtual sandbox', the video game Minecraft is a cultural phenomenon that has transcended many societal preconceptions around creativity, collaboration, and community through digital play.
Read MoreBy day, they'll have to face the racism and economic travails that many Chinese immigrants of the Roaring '20s encountered, and at night, they'll battle jiangshi, the hopping vampires of Chinese legend whose name in Mandarin literally means "Stiff corpse."
Read MoreNow, in a program announced Wednesday by the U.S. Department of State, this pantheon will include video games. In the latest round of Stevens Initiative grants, the U.S. Department of State and the nonprofit Games for Change announced a new project that seeks to engage 2,700 students in the U.S., Israel, United Arab Emirates and Bahrain in a virtual student exchange program centered on the development and creation of social impact video games.
Read MoreIn it, we talked about what accessibility means not only for game designers but for the consumers who are playing games. Discussing the misconceptions and myths about accessibility made me think again about approachability and accessibility, and I wanted to take a chance to revise my thoughts on the topic.
Read MoreWith the help of game designers, speech pathologists and aphasia community members, he and his team at Aphasia Games for Health are testing interactive games to make improving communication fun. "We didn't invent the idea of games for aphasia, but we're finding ways to be more inclusive, accessible and creative for people within the aphasia community."
Read MoreA University of Massachusetts Amherst biomedical informatician will use a $436,836 grant from the National Institutes of Health to explore the use of "Serious games" played independently on computer tablets to improve brain function in older people with mild cognitive impairment. Neuro-World, a collection of six games developed by Lee's industrial partner in South Korea, Woorisoft, is designed to stimulate working, or short-term, memory and selective attention.
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