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Unicef study finds digital learning for many students wanting outdated platforms

About 30 percent of digital learning platforms worldwide are already outdated and have hindered students' progress in digital learning amid the pandemic, according to a study by the United Nations Children's Fund. "One-third of nationally developed platforms have entirely shut down, are outdated, or no longer fully functional, limiting learning approaches to help schoolchildren recover their education," the UN agency said in a news release on Dec. 22.

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Machine Learning Could Create the Perfect Game Bosses

Trachel and Peyrot say their goal is "Not to create superhuman bots-that would not be fun and engaging for a novice player-but instead to find ways to incorporate machine learning into game AI tools already used in production." Modl.ai's testing bots use machine learning to adapt to each game tested, though its current implementation limits those adaptations to each specific title.

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10 Essential Elements Of Gamification In eLearning

Gamification in eLearning programs is fast emerging as an effective technique to engage learners. 71% of employees believe that gamification leads to an increase in energy levels, and 66% say that gamification at work reduces their stress levels Learners who were educated with challenge-based gamification raised their performance by up to 89.45% compared to those who only received lectures (ScienceDirect, 2020). Gamification in eLearning has found its place for meeting specified learning outcomes.

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Children who play video games show altered brain activity that suggests improved cognitive abilities

Findings from a brain imaging study published in JAMA Network Open suggest that playing video games may be beneficial for children's cognitive development. The study found that children who regularly played video games performed better on two cognitive tasks and showed altered cortical activation patterns in regions of the brain implicated in attention, memory, and visual processing.

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When Worlds Collaborate: The Style Of Early Tabletop Role-Playing Games

The collaborative nature of the games allowed for the transfer of biases, while also eventually contributing to a negotiation of homogenic boundaries, permitting some positive changes within the contemporary community, even as some players cling to the ideologies of marginalization present in the foundations of early TTRPGS. The first ten to eleven years of TTRPGS from their inception with Dungeons and Dragons in 1974 offered insights into the influence of the social unrest of the Long Sixties on the development of TTRPG spaces and consequently the influence these early games had on the TTRPGs that followed.

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