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The transformative potential of AI and Gamification in Healthcare

eLearningworld News At the summit on transformative artificial intelligence technologies in biomedical sciences and healthcare hosted by MIT, Robert Califf, the vice chancellor for health data science at Duke University and former FDA commissioner said the following: “Things have to change, but the fundamental that shouldn’t change is that you have to validate that your technology has human benefit and the benefits outweigh the risk for the intended uses.” And Phillip Sharp, an MIT Institute… Continue reading

To improve cybersecurity awareness in an organisation, new report

eLearningworld News A new report from McAfee shows that 46 percent of respondents believe that the number of cyberthreats will increase and where some think it will be impossible to defend against them. The problem becomes much worse because of “the cybersecurity skills crisis”, according to the respondents. Automation is seen as one key ingredient in the struggle against the cyberattackers. While to make people engage in the more manually required tasks gamification is forming… Continue reading

To activate content marketing with a VR-experience – Nike breaking new ground

eLearningworld News Reactland is a new campaign in form of a virtual reality game from Nike directed towards customers in four shops in China. The game lets the customer’s test drive the shoes in a virtual environment in form of an avatar. Where they run and jump in a rough training session that shows the shoe’s ability, but without any danger for shopper’s own safety. It includes every terrain you can imagine around the world… Continue reading

Content Marketing trends from Collaborative to Tech – Trend 4 of 5

Engagement with dynamic content Dynamic content adapts to the audience on an individual basis and includes interactivity as an invitation for the viewer to become a collaborator or player. The concept makes the marketing go from one-way-broadcasting to involvement, interaction and co-creation. With digital technologies, the possibilities are endless for the content marketer with different forms of gamification, games, personal design, interactive video etc. Where the gain for the audience besides boosted engagement can be… Continue reading

Making Education adapt to the Digital Age with AI, Blockchain and Gamification

LEARNING DESIGN IN PRACTICE FOR EVERYBODY  > PART5 > NEW SECTION FEBRUARY 13 2018 Boosted involvement and engagement, deepened personalisation and streamlined administration, this is what these technologies basically accomplish for education, but there is loads of added value beyond this. And since the digital age is triggered by trial- and error applications, embraces and demand individual talent and skills, and mobility and automation is other signs of the time, gamification, artificial intelligence and blockchain… Continue reading

Gamification in Practice in Schools and a Museum

eLearningworld News How to improve language learning in school? In a EU funded project via the Erasmus+ programme, partner schools from Malta, Spain, Poland, Greece, Turkey and Italy are exploring the opportunities. The driving forces on the gamified learning area in comparison with traditional pedagogy is engaging storytelling, problem-solving and using strategies, playing by the rules and gaining points as the pupil progress. The languages the pupils learn is English and German as a second… Continue reading

Social interaction and gamification inspire to increase exercise

eLearningworld News New research from Perelman School of Medicine at the University of Pennsylvania and Boston University School of Medicine shows that the company of a friend and a gamified application is the best environment to reach your exercising goals. This means that social interaction and a gamified mechanisms that are challenging and competitive is the main driving forces. In this spirit, these activity trackers including designed gaming elements increased daily step counts by nearly… Continue reading

Building an Engaging Business – Go Aim Make Entertain

What will make your business rock? Make your customers, clients, visitor stay longer, buy more and enjoy doing it? As a matter of fact “doing” is really the keyword for the solution. This leads us to the Maker Market, which foundation, however, is creating things yourself, but what if you implement such mechanisms into your business in a spirit of fun. Do you think that you then would be the joke of your market or… Continue reading

Strategy Games or Action Games which Cognitive skills do they train?

eLearningworld News A new study shows interesting results of how different video game types affect white matter in the brain and cognitive skills. The research focussed on the impact of strategy games and action games. The lead researcher of the study, Chandramallika Basak, PhD, Assistant Professor at The Center for Vital Longevity, University of Texas at Dallas, explains. “When researchers use video games as a tool for cognitive enhancement, they assume that game performance relies… Continue reading