As the father of four children, two of whom are gamers, University of Virginia psychology professor Daniel Willingham recently found himself wondering about the educational value of video games. Willingham was struck by the fact there is a rating system to help parents keep their kids away from content that isn't age-appropriate, but nothing to lead them toward games that could actually teach something.
Read MoreLearning games, often associated with the idea of "Serious play", can refer to either games intentionally designed for learning or entertainment games used to teach. Scholars are constantly studying new ways to employ games and discovering how those learning games affect the learning experience.
Read MoreA Scottish training company has launched a digital game aimed at improving mental health in the workplace. Robertson Training has created a digital version of its Resilience Game, which was launched as a traditional board and dice game in 2017.
Read MoreMirai is the animated protagonist in Beyond Blue, an ocean adventure video game set in the near future. According to a UN report, environmental video games like this one might be the next step in raising environmental awareness. Around 2.6 billion people, or one in three across the globe, play video games.
Read MoreIn 2019, 11,500 situations of human trafficking in the United States were identified through the National Human Trafficking Hotline, and the federal government estimates there are nearly 25 million victims globally.
Read MoreI work in a very small niche: I create and research games intended to be played in reality - stories and games designed to come to life around the players, using the real world as the backdrop. The games I design entice players through clever rabbit holes found in the real world that start them searching for answers - maybe something written on a billboard, seen at a rally or printed on a flier.
Read MoreToday, thanks to science, we know a lot more about when gamification really works, and what its boundaries seem to be. Examples like this one might make gamification seem like a no-brainer: Why wouldn't a corporation want to make work more fun? Despite Gallus' exciting results, more recent research shows that as a top-down strategy for behavior change, gamification can easily backfire.
Read MoreThe average American child between 8 and 18 played video games for an hour and 20 minutes a day, and if my kids are representative, that figure skyrocketed this past year. Like many parents, I gave in to increased gaming time but gravely told my children they should choose educational games.
Read MoreIn the home care world, low morale and unmotivated caregivers can lead to a litany of issues ranging from poor care to a lackluster reputation to increased turnover. As home care leaders look to improve their team communication and compliance, they often overlook how technology can provide a way to meaningfully connect with their team and enhance the work experience.
Read MoreWhen I first heard about a new documentary, "Tacheles: The Heart of the Matter," which follows a group of Germans designing a video game about the Holocaust, in which "Jews can defend themselves and Nazis can act humanely," I thought it sounded like a recipe for disaster.
Read MoreThe 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.
Read MoreTo learn more about this, I spoke with Matthew Pierce, Founder and CEO of Versus Systems, a company disrupting the conventional advertising world through gamification. It's a more immersive experience for advertising and is especially popular with Gen Z and young Millennial consumers.
Read MoreContinuing education courses can sometimes put accountants and tax professionals to sleep, but a new breed of e-learning is making the process more enjoyable and engaging. The game-based experience uses true crime stories to teach fraud detection and problem-solving skills using actors and some of the real-life participants.
Read MoreThe online learning industry is progressing leaps and bounds since the addition of new-age features like microlearning, AI, AR/VR, personalized 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.
Read MoreGrowth Engineering have taken Streaks to the next level and brought them to the world of L&D. It's time to earn that first virtual stamp on your virtual streak card by finding out what a Streak is on an Academy LMS:.What is a Streak?
Read MoreA 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.
Read MoreMy wife, Jill, and her phone are like Siamese twins - attached all the time. Jill, who has Huntington's disease, stares into her phone for hours when we are at home, playing puzzle, tile, and problem-solving games such as Tile Master, Candy Crush Saga, Tile Connect, Perfect Time, and Get It Right!
Read MoreLast year, Manhattan Associates MANH introduced gamification functionality in their warehouse management system. The gamification functionality is used to improve performance and employee retention in the warehouse.
Read MoreWe always spend a chunk of time discussing the challenges that immigrants face and the racist laws that were created to limit immigration to the United States. One of the focal points of this unit is covering the Immigration Act of 1924, which placed massive restrictions on immigration to the United States.
Read MoreEducational board game LOOP: Life Of Ordinary People uses the concept of serious gaming as a channel for change, with the aim of questioning people's unsustainable consumption behaviours and consumers are taking the bait.
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