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.
Read MoreThese 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.
Read MoreMore 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.
Read MoreLet's look at some examples of games that allow you the opportunity to feel smart and how you can apply similar ideas into your own games using the right game mechanics. Rather than developing a game with one linear path that players must follow, you can provide many choices throughout the game that will lead players in different directions.
Read MoreCasey 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.
Read MoreThe new working practices necessitated by the Covid-19 pandemic have presented a number of opportunities. Not just for the management of a remote workforce, but with the potential to change working practices for good.
Read MoreWhether 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.
Read MoreAwestruck at the scope of Harlan's game, I noticed several elements readily found in classic literature that were intimately woven into his story. This helped me realize that appreciating classic literature and art could enhance not only the creation of video games but the player's experience as well.
Read MoreDesign 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.
Read MoreAn 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.
Read MoreSerious Factory assists Groupe Renault in digitizing training on the 5 Renault Way principles. Since 2017, Groupe Renault has been implementing the Renault Way program to strengthen the collaborative capacity of its teams.
Read MoreSchreen 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.
Read MoreAccording 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.
Read MoreSuper Mario Bros designer Shigeru Miyamoto wasn't just crafting a tutorial when he built the game's opening level; he was establishing a whole new world. Super Mario Bros was released on the NES back in 1985, at a time when the majority of the gaming conventions we're now accustomed to had yet to become commonplace.
Read MoreSelf-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.
Read MoreRegular video game use was linked to a lower risk of depressive symptoms among boys but not girls. On the other hand, frequent social media use was linked to a higher risk of depressive symptoms among girls but not boys.
Read MoreJon Ingold, co-founder of Inkle Studios, talked for almost 50 minutes before addressing the main question posed by the Writer's Guild of Great Britain: How do you make choices matter in video games? When he finally considered it, his answer was brief.
Read MoreAs the Nazis are not a player faction in Cramer's game, it represents them abstractly via a track. As a lot of what makes the experience of a game is created by the players rather than the designer, games benefit from a thorough contextualization.
Read MoreA 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.
Read MoreThe climate crisis impacts our ability to keep making and playing the games we know and love. We as game makers and players have significant power to take truly meaningful action against this existential threat. To ensure our video game ecosystem's survival, we need to increase the sustainability of our products and supply chains.
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