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Four Reasons Why Game-Based Learning Will Change Corporate Training For The Better

Game-based learning bridges that gap by giving participants the opportunity to apply their learning in real-time. So in search of a powerful learning tool that meets today's demands of growth, I have discovered Game-Based Learning and here's why I believe GBL will change corporate learning for years to come.

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Growing up Ojibwe' game teaches about treaty rights, tribal sovereignty

These games are interesting, because while they have long arcs in terms of the RPG mechanics and inventory management, in a way they really can be described as a looping tactical engine. Winning the larger game can be expressed as a "Tally" of how many times you won the short Thinking more about smaller turn based/tile based games, I find that a lot of the time tactics seems to become dominant.

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Rise of the Simulations: Why We Play At Hard Work

More interesting, and in stark contrast to their predecessors, the current crop is inextricably tied up in notions of work. Work sims are still niche in the sense that there's not a massive movement in gaming culture clamoring for them, as you see with RPGs, turn-based strategy games, and the like. In it, players drive old Soviet era work vehicles around expansive, dark forests.

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The versatility of gamification

Casey Campbell, Managing Director, North America at Gameloft for brands, looks at the many different ways in which brands can deploy gamification mechanics to good effect. Humans are hard-wired to enjoy playing games, and brands that can build an element of gamification into their customer engagement will reap the rewards.

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Game-based Learning: How it Works

Whether you're interested in studying game-based learning as a teacher or a game developer, your first step should be understanding why and how games empower learning. The Arguments for Game-based Learning Engagement At the top of most teachers' lists for why game-based learning works is probably going to be the most obvious answer: they can be engaging.

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Design From Within: Transformative and Culturally Responsive Co-Design Pedagogy During a Pandemic

Design From Within became the term we used to describe our transformative educational model that combined overlapping and complimentary perspectives from culturally responsive education and critical race theory. There is also a tendency in HCI to position design as pointing outward to an "Other", implying that researchers do not exist or interact within the communities for which they design.

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AI smashes video game high scores by remembering its past success

An artificial intelligence that can remember its previous successes and use them to create new strategies has achieved record high scores on some of the hardest video games on classic Atari consoles. Many AI systems use reinforcement learning, in which an algorithm is given positive or negative feedback on its progress towards a particular goal after each step it takes, encouraging it towards a particular solution.

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Teacher to fund Playing is Learning initiative with AZEdNews Classroom Grant sponsored by

Schreen Marvin, a teacher at Centennial Elementary School in Flowing Wells Unified School District in Tucson, will use the AZEdNews Classroom Grant sponsored by Davidson/Belluso for her Playing Is Learning initiative. "The Playing is Learning initiative brings game play and building back to the classroom to teach multiple subject area concepts in a fun and engaging way," said Marvin, who teaches second grade in a Title I school that serves children with diverse backgrounds.

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Video Games Aren’t Just for Teenagers

According to an AARP survey, 44% of adults over 50 years old played video games in 2019 at least once a month-the average is five hours a week-compared with only 38% in 2016. The AARP survey includes players of all sorts of computer or video games, and the majority say they play puzzle and logic games, such as Sudoku or Words With Friends.

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What motivates us when we turn something into games?

Self-Gamification is turning our projects, activities, and our whole lives into fun games, of which we are both the designers and the players. I think the biggest reason for so many people to go to games as inspiration is the experience of FUN. When talking about fun, I love quoting Heidi Klum, a German-American supermodel and television personality, who had been one of the four judges on America's Got Talent for many years.

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Volunteers in video game study self-report positive well-being

A team of researchers at the University of Oxford working with two video game makers has found that volunteers who play video games self-report a positive feeling of wellbeing. In their paper published in the journal Royal Society Open Science, the group describes experiments they conducted with volunteer game players and what they learned from them.

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