• Advertising

Latest News: Serious computer games improves student performance in reading and math

eLearningworld News from US New research from Yale University shows a correlation between using brain training games and boosting the performance both when comes to reading skills as well as math skills. The game called “Activate” that was used is developed by Yale and Dr Bruce Wexler, professor emeritus of psychiatry at Yale and lead author of the study, gives the following description the game:  “The program increases focus, self-control and memory – cognitive skills essential… Continue reading

How to Engage with Gamification for Serious Results

eLearningworld advicestory Take game mechanics with engaging triggers like exploring, gaining recognition for efforts in real time, advancing on the Leaderboard, choosing and refining strategy, gaining new knowledge and skills etc. Then put all this in a real world scenario. The outcome is gamification and a boosted environment to engage to reach your organisational goals.  As Professor Nick Flor at Anderson School of Management writes: “Primitive humans evolved an innate affinity for playing games, because… Continue reading

Latest News: Young game developers creating digital health care solutions

eLearningworld News from South Korea Aspiring game developers from ten different universities from all over the world at the moment is getting together for Global Applied Game Jam 2016 held at POSTECH in South Korea. The concept of the show is a 48-hour game development challenge to develop playable applied games that “can help change the world through digital health care solutions.” As games turn serious for education, health care and defense to tackle real-world… Continue reading

Latest News: Gamification of products and services leads to health benefits

eLearningworld News from US New research from the University of New Mexico shows significant benefits of including gamification mechanics in products and services. It both triggers inner-motivation as well as health benefits. Professor Nick Flor at Anderson School of Management explains: “Primitive humans evolved an innate affinity for playing games, because games allowed them to practice and develop in a safe environment, those mental and physical skills necessary for survival when actually fighting, hunting or… Continue reading

Latest News: Gamification to adapt Recruitment to 21th Century’s requirements

eLearningworld News from UK In case educational background and work-experience are the only criteria in the recruitment-process, many requirements of today’s and the future market is being neglected, which basically comes out the need of diversity in the workforce but also to find the right talent to a particular position. These deficits can to a large extent be over-bridged by gamification mechanics in the form of psychometric games software for recruitment. This is basically an artificial… Continue reading

Latest News: Police Department empowers training of Police Officers with Gamification

eLearningworld News from Dubai In the digital age when the inefficiency of traditional course education becomes increasingly obvious within many fields of subjects, the Dubai Police Department turning to gamification and other edtech solutions. The team in charge of training and education has in this spirit created a virtual classroom where employees can learn about the organization’s four strategic goals and across 10 different security and awareness topics. These topics are triggered by gamification mechanics… Continue reading

Latest News: Scientific problem-solving by playing games

eLearningworld News from US Science Game Lab is a new portal that aims to become a central hub for citizen scientists, gamers, microvolunteers, students, researchers, educators and developers to come together and advance science. The Lab is initiated by The Scripps Research Institute (TSRI) and built as a portal that aims to centralize fragmented landscape of virtual citizen science opportunities, gamify and support STEM education. Besides make it possible to crowdsource science projects. Margaret Wallace, CEO… Continue reading

Latest News: Gamification boosts Terrorism and Crime course at Penn State

eLearningworld News from US Higher education courses usually include an extreme amount of reading. The Security Risk Analysis 211: Threat of Terrorism and Crime course at Penn State Worthington Scranton is no exception. This made the instructor Fred Aebli start thinking of how to make the course more fun and engaging for the students. Aebli explains: “There’s a big reading component in my course because there’s so much information to cover. In previous semesters, some… Continue reading

Latest News: How attitudes to games is transforming

eLearningworld News from US Not long ago politicians, parents as well as some researchers spoke loudly about the negative effects of computer games. Now when scientific research from several fields shows the benefits the choir of negativism has been reduced to individual shouts with a decreasing audience. On the contrary, terms like serious games and gamification is trending. With the aim to use games and game-mechanisms to improve engagement, learning and skills development. Even shooter-games… Continue reading

Latest News: Social Media brings same processes as chocolate in the teenage brain

eLearningworld News from US Research from University of California shows that “Likes” on social media produces the same processes as eating chocolate or winning money in a teenager’s brain. The research project is based 32 teenagers between the ages 13-18 that were told that they were participating in a small social network similar to the popular Instagram. During social media session the teens’ brains were scanned. Lauren Sherman at the UCLA branch of the Children’s… Continue reading