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Here Is How Gamification In Online Courses Enhance Your Learning Experience

The 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.

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Gamification of step count leads to more activity in diabetes-focused study

A 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.

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U.S. State Department announces new video game diplomacy program

Now, 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.

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Serious Play: Tablet-based Video Games May Help People With Mild Cognitive Impairment

A 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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