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Lifelong Learning or Opportunities Lost

Like in the 13th Century when a borderless network of universities began to spread the internet was from the beginning a network of scientists beyond the reach of the national governments. Later this developed into a global and anarchistic discussion-forum to on the brink of the 21st Century take another step in to become the global interactive marketplace it is today. A market for social networking, collaboration, ideas, products, and services, which means an environment… Continue reading

Gamification and learning: Talent Management Part 3

“Every single social and global issue of our day is a business opportunity in disguise.” Peter Drucker writes. To find these opportunities is crucial for the development of businesses and requires business intelligence, knowledge creation, operational excellence and talent management. However, the organisation’s quest for excellence concerns not only new opportunities but all parts of the business, which results basically rely on its employees and their talent. Thereby, the training of talent is essential for… Continue reading

Gamification and learning – developing assessment Part 2

Fresh knowledge has in most cases an expiry date. In the new century, it is often much closer than before. The societal transformation that took decades during the past centuries now takes years and sometimes months. Despite this, the school-system still focuses on distributing and measuring knowledge. This is troublesome since it to a large extent prepares the learners with the knowledge that concerns yesterday’s news. Deficits with traditional testing Besides the problems with the… Continue reading

Gamification and learning – benefits and trapdoors Part 1

This is an updated version of an article that was published a few years ago It empowers creativity, trigging curiosity, gets the mind spinning and gives pride when finishing a task, the list can be made very long on why computer games engage so many people. It is estimated that one billion people around world play games at least one hour per day. At the same time 81 per cent of the global labour force… Continue reading

European Innovation Scoreboard: EU is gaining ground in the global competition

eLearningworld trends The European Innovation Scoreboard is a yearly comparative analysis of innovation performance. The comparison targets EU-members, EU in comparison to other European countries as well as the performance in comparison to other regions globally. The European Innovation Scoreboard 2018 was released June 22 shows that European innovation performance is accelerating in comparison to United States, Japan, and Canada, while the fastest runner towards the future is China, but are still behind EU. However, within… Continue reading

Developing education for the Digital Age in Norway and Germany

LEARNING DESIGN IN PRACTICE FOR EVERYBODY  > PART5 > NEW SECTION JUNE 28 2018 The foundation of the educational system has not changed much since 19th Century. It was created for the industrial society’s labour division policy and hierarchical stairway model. In the developing digital society, the context of the industrial society is to a large extent turned upside down, which calls for new policies and upgraded content for the educational system. This is something that… Continue reading

Gamified Virtual Training to sell Cars

eLearningworld News The German car manufacturer Audi has chosen a gamified path to train salesmen in partner-companies. It is focusing on skills improvements in service and dealer development, and it is introduced by the Audi Virtual Training. The trainee uses an avatar to walk around in a virtual game environment in the form of an Audi branch office. During the session, the trainee meets customers, talk to other employees and performing other related work tasks. A… Continue reading

Sign of the time – New Digital Art Museum to light up Tokyo

eLearningworld News TeamLab was founded in 2001 and includes artists, programmers, engineers, computer animators, mathematicians and architects that as a group term themselves “ultra-technologists”. Until now they have worked with digital art exhibitions around the world, and they are opening a digital museum in Tokyo. The vision is “We’ve wanted to create the exhibition that delivers the borderless artwork world, and figured we needed to establish the museum itself in order to make that happen,”… Continue reading

Engaging tech to improve policy-making

eLearningworld News In the intersection of technology, social sciences and design the founders of Fields Of View are creating games to improve policy-making. The clients are on every level from local authorities to the UN. This as an answer to questions like, how to make policymaking more relevant in people’s lives, how to make policymaking more responsive to societal transformations, and how to make policy-making more efficient by shortening the time from idea to final… Continue reading

Blockchain in the creative industry and education

The blockchain technology buzzing is everywhere via investors, entrepreneurs, even politicians and in higher education. As Harvard Business Review has termed it a foundational technology and global market forecasts show the prospects of an extraordinary growth the buzzword on everybody’s lips is very likely to turn into one of the main transformative forces to go further into the digital society. The creative industry and education are two of the fields where blockchain can have a… Continue reading