UXP_FB_Logo copy.jpg

News

Exploring Learning Gamification in Decentralized Education

These innovations are essential as the traditional method of teaching did not sync with the students' learning preferences. Decentralized learning is a non-traditional method of knowledge transfer that replaces the centralized, unidirectional flow of knowledge with an open-source, transparent and rewarding system. Even though decentralized learning is an improvement on the existing system, it is still susceptible to some of the pitfalls of traditional learning systems.

Read More
Video games act as catalysts to boost kids' learning abilities

From my standpoint as a video game designer and scholar who specializes in game-based learning, I don't see a need to limit video game play among students during the school week. Scholars such as James Paul Gee, a longtime literacy professor, have repeatedly shown that video games can be used to facilitate learning in the K-12 classroom.

Read More
Here’s Why Gamification Can Help Companies Build Inclusive, High-Performing Teams

The platform's games are designed to help enterprises build tight-knit inclusive, high-performing teams by embracing differences and normalizing curiosity, courage, and connection at work. Its platform provides a library of live multiplayer psychology-based games designed to help enterprises build tight-knit inclusive, high-performing teams by embracing differences and normalizing curiosity, courage, and connection at work.

Read More
How do video games affect the educational process?

The evolution of video games and the great growth of their consumers in recent years has encouraged more and more research on the impact of video games on human health, especially children. Video games easily capture the attention of players and in that way, if they are of a proper type, they can make it easier for students of all games to master a certain area or get a certain knowledge.

Read More
Gamification At Greene County Tech Center

Greene County Technical Education Center instructor Kate Gozzard spent the summer preparing something new and exciting for her students this year: the "Gamification" of her Culinary Arts classroom, which involves popcorn buckets, movie tickets and even a marquee sign on one wall-all handmade by Gozzard during the summer months to liven up the atmosphere when students came back from break.

Read More
Gamification of Stonehenge Tunnel and Lower Thames Crossing to inspire next generation of engineers

A trio of National Highways flagship schemes have been gamified by the team behind Minecraft in a bid to inspire the next generation of engineers. National Highways has enlisted the help of Minecraft, the world's best-selling video game, to inspire the next generation of talented tech experts, engineers, scientists and mathematicians.

Read More
Simulation Game Teaches Non-Security Staff How to Handle a Cyber Crisis

The challenge is to bring together all the different perspectives so they can work effectively with the security team in the case of a cyberattack or security incident. A new online simulation game from Kaspersky walks business executives and other non security staff through a simulated cyberattack against the UN First Committee, one of six main committees at the General Assembly of the United Nations.

Read More
5 reasons video games should be more widely used in school

From my standpoint as a video game designer and scholar who specializes in game-based learning, I don't see a need to limit video game play among students during the school week. Scholars such as James Paul Gee, a longtime literacy professor, have repeatedly shown that video games can be used to facilitate learning in the K-12 classroom.

Read More
Playful tertiary learning – a different path to follow

Gamification of learning and game-based learning are popular in schools to ensure student participation and facilitates collaborative learning. A recent study conducted by Hitchens and Tulloch has reported that the students find gamification of learning as enjoyable and useful leaving only 15 per cent disagree with it.

Read More
Pending video game based on First Nation's history

Those chiefs and their histories, along with cultural traditions, other stories and ceremonies, are all expected to be part of a video game the First Nation is now developing with Lambton College. Tentatively titled Three Fires, the game could help boost knowledge of the First Nation's past, said Aamjiwnaang Chief Chris Plain.

Read More
Playful tertiary learning – A different path to follow

Gamification of learning and game-based learning are popular in schools to ensure student participation and facilitates collaborative learning. A recent study conducted by Hitchens and Tulloch has reported that the students find gamification of learning as enjoyable and useful leaving only 15 per cent disagree with it.

Read More