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Generation Z Consumers Make Work And Play Overlap. Gamification Is Part Of Many Adult Tasks, Including Work, Education, Communication

Technology 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.

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Do Not Pass 'Go': How a Board Game Decision Is Applicable to Idea Theft Disputes in the Advertising Industry

The court's discussion of the circumstances under which a board game inventor could become entitled to royalties from the company to whom he pitched his ideas is highly relevant to the relationship between advertising agencies and advertisers, as well.

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How gamification is making online learning experiential

Gamification 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.

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Video Games as an Effective Learning Medium – Are we there yet?

Amidst all the bustling speculation surrounding the potential of the metaverse, along with COVID-19 restrictions, video games have skyrocketed in popularity. The term 'gamification' has become a hot topic in the education landscape as developers attempt to tackle how we ignite a similar level of engagement seen in normal video games, in learning.

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Breaking the monotony: Teachers warm up to game-based learning approaches

"As teachers, we understand how much children enjoy playing games. To investigate this further, I intend to see if we can play games while learning to speak or write English. I was astounded to see how much fun youngsters had learning phonics, nouns, adjectives and other topics with the use of board games," said Daljeet Arora who teaches English in classes 1 and 2.

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My Journey to Becoming a Game Designer

I did not plan to develop games, or to create a Company to deliver these games. My first creation, the Keep It Real game came to me, almost as if in a visitation, with all of the categories and mechanics in place. The Keep It Real game is all about the human condition, with 720 questions about life for us all to engage in together.

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Water Closets and the Gamification of Learning

As 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.

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Playing Video Games Has an Unexpected Effect on Kids' IQ, Says New Study

Researchers have linked spending more time playing video games with a boost in intelligence in children, which goes some way to contradicting the narrative that gaming is bad for young minds. The researchers looked at screen time records for 9,855 kids in the ABCD Study, all in the US and aged 9 or 10.

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New Course Discusses Video Game Design and How Gaming Has Shaped History

The course teaches students how history is represented in games, how games have influenced history, and which methods are used in video game research. "We wanted to convey some of these ideas about how to do research about video games, about how to think about video games historically, and how to study video games like novels or films," Bolman said.

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Prologue: A Video Game’s Epic-ish Journey to a High School English Class

Ludic Learning begins with my experience as a high school English teacher implementing a video game as a literary text in three senior English classes. Over that time, students played the video game Gone Home and were assessed by a series of responses and activities that are in line with the aims of a typical high school English curriculum.

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Using a Board Game to Plan for a Changing Planet

The hapū of Tangoio Marae have a serious decision to make about this place that is so central to their community, and one of their decision-making tools is unorthodox: a board game. Called Marae-opoly, the Māori community designed the game in partnership with researchers from New Zealand's National Institute of Water and Atmospheric Research with the explicit goal of helping the hapū decide how to manage the flood risk to their marae.

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The power of gamified information and how to use it to defeat the COVID-19 pandemic

Our 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.

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