As Infants, we experience the greatest explosion of learning of our lives, we learn a language, we learn to walk and to gain and perfect gross and fine motor skills, and we learn social skills. The particular concern in learning is that bored learners will not engage, so we have to spend more time, effort and money to inject some fun back in - to gamify the learning to ensure that it is consumed.
Read MoreResearchers have linked spending more time playing video games with a boost in intelligence in children, which goes some way to contradicting the narrative that gaming is bad for young minds. The researchers looked at screen time records for 9,855 kids in the ABCD Study, all in the US and aged 9 or 10.
Read MoreThe course teaches students how history is represented in games, how games have influenced history, and which methods are used in video game research. "We wanted to convey some of these ideas about how to do research about video games, about how to think about video games historically, and how to study video games like novels or films," Bolman said.
Read MoreI have lived many virtual lives through The Sims games and learned some things about myself in the process. Robloxʼs Welcome to Bloxburg, a sim-like game developed by Coeptus, is helping my child learn to build in 3D space.
Read MoreEmployee learning and development are deemed critical for the growth of any modern-day organisation. Across the globe, enterprises are exploring different pathways using digital learning modules that deploy training in an impactful manner.
Read MoreLudic Learning begins with my experience as a high school English teacher implementing a video game as a literary text in three senior English classes. Over that time, students played the video game Gone Home and were assessed by a series of responses and activities that are in line with the aims of a typical high school English curriculum.
Read MoreIt's a belief that Online education and digital innovation were born just a few months ago along with the Pandemic. Educational games on the contrary often use concepts like math, science, general knowledge etc to take the story of the game forward.
Read MoreThe hapū of Tangoio Marae have a serious decision to make about this place that is so central to their community, and one of their decision-making tools is unorthodox: a board game. Called Marae-opoly, the Māori community designed the game in partnership with researchers from New Zealand's National Institute of Water and Atmospheric Research with the explicit goal of helping the hapū decide how to manage the flood risk to their marae.
Read MoreOur ambitious goal as a company is to use gamification to drive collective change in the attitudes and behavior of humanity, to build a better world. When it comes to our largest clientele, the life science industry, the desired collective changes in attitudes and behavior have to do with e.g. compliance to treatments, engagement to prevention, patient education and general awareness.
Read MoreAs massive crowdfunding campaigns for tabletop role playing games dominate the games ecosystem, independent designers and presses are adapting the centuries-old tradition of arts grants and patronage in order to raise up small, often marginalized, authors and artists.
Read MoreA key point is going to come when a player's King is defeated, but again we can assume that we know what happens then: when a medieval king dies, the eldest son inherits, so what we will do in this game is to say that when a King token is lost then on the next turn the eldest Prince is upgraded to become the King.
Read MoreIn-class exams have the power to make even the most dedicated of students quake with fear, not to mention the damage they can do to the egos of struggling learners. For some students, the stress causes their minds to go blank, while others experience physical symptoms like headaches and nausea.
Read MoreEmployees outside of the sector are still more likely to encounter gamification as a consumer through reward cards or virtual chatbots, than in the workplace. Workplace gamification is supposed to be enjoyable for its participants, with many firms using it as an employee retention tactic amid the so-called Great Resignation.
Read MoreMy hope is that, by the end of this post, you'll understand what analysis paralysis is and be able to make sure that it doesn't cause issues between the people that you play games with. Analysis paralysis is not unique to tabletop gaming. Many strategic board games from the last few decades involve tough decisions, someof which might have an instant impact on the game, others of which will continue to influence your performance for turns to come.
Read MoreIt can be difficult to figure out precisely how to incorporate games into the classroom without wasting time or curtailing the learning process. Countless studies have shown that there's a plethora of simple logic-based games that, when implemented well, help students learn and retain basic concepts more efficiently, all while maintaining their full engagement in their schooling and with their peers.
Read MoreThe Experience Of Corporate Education In the learning and development space, experts have long recognized that active learning experiences are better tools than passive learning. David Kolb's publications on his experiential learning theory in the 1980s were already making a case for concrete experiences and active experimentation being better learning tools than lectures and slide shows in which the learner takes no effectual role.
Read MoreVideo games can amuse or distract, sometimes inspire, which means they engage the brain with tasks. So some researchers are hoping video games could help treat cognitive disorders from depression and ADHD to mental decline from aging.
Read MoreIt's no mystery why online games became an even-more popular pastime during the COVID-19 pandemic: They provide entertainment and social connection, while also keeping our brains stimulated. A new AI-powered game developed by a team of Johns Hopkins undergraduates aims to bring those positive benefits to older adults in retirement communities.
Read MoreThe thing I'd rather be doing is hopping on the PlayStation console and playing some video games with my friends. From non-gamers, there's a known perception of negativity surrounding video games and how they affect academic status and brain stimulation.
Read MoreSince early 2020, a team at the Texas A&M College of Nursing has been working on integrating VR simulations into their curriculum to help bridge the gap between classroom and clinic. "VR simulation is in that area that we call a 'safe container,'" said Elizabeth Wells-Beede, clinical assistant professor at the College of Nursing.
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