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Latest News: Gamification reaching a new level in the coming years

eLearningworld News from the World In a new global forecast the gamification market is expected to grow from $1.65 billion in 2015 to $11.10 billion by 2020. The speedy growth of social media is driving the gamification market as well as the BYOD, bring your own device-development, among businesses. Another aspect is that gamification mechanisms are well-equipped to bring added value both for employees and customers. It is especially effective for marketing, sales and brand… Continue reading

Transformation of Recruitment in a Digitized Age

eLearningworld Weekly Review The job market is changing rapidly, but too many politicians still is promoting and sometimes make decisions on subsidies to professions from the 20th Century that is about to disappear. At the same time as they defend labour-market regulations that today only is holding people back. In a Harvard Business Review report the president of Northeastern University, Joseph E. Aoun, outlines a new labour market that is growing with hybrid jobs. This… Continue reading

Latest News: Gamified practice before School Exams with promising outcome

eLearningworld News from Jamaica Gsat, Grade Six Achievement Test, is given to eleven years old in Jamaica every year where the results has high impact on the child’s further studies. The competition to reach top score is thereby hard. This has made the edtech-company Edufocal to turn the practice before Gsat into an engaging competition with gamified functions. The pupils start at level one in all subjects and besides the satisfaction in trying to reach… Continue reading

Latest News: Gamification and MOOC the main drivers according to new report

eLearningworld News from the World Technavio market analysts predict that gamification and massive open online courses (MOOCs) will drive the global e-Learning market the coming four years. This means the keywords for the market can be summarised by that engaging content with easy access is the focus eLearning-developers should have the coming years. But what about the impact of e.g. pedagogy and learner-adaption? However, according to the report, these drivers, gamification and MOOC, will help… Continue reading

Latest News: Students creating a computer game that can save lives

eLearningworld News from Canada Royal Alexandra Hospital has started co-operating with the University of Alberta’s faculty of science to design a game to train health professionals with focus on saving premature babies suffering from asphyxia (suffocation). The target group is nurses and the game will be used in classroom instruction and mannequin simulation. Kumar Kumaran, clinical director with the Royal Alexandra explained in the following way to the Edmonton Sun: “The traditional way of testing… Continue reading

Game Mechanics as Poetry for the Human Brain

After satisfying the rational intelligence of your users with qualitative service and employees with good salary and working conditions also the emotional intelligence must be satisfied. It is time for external and internal stakeholders interact with your organisation. Developed and integrated in the right way gamification/game mechanisms can be a very powerful and revolutionising tool for an organization as a part of its general digitalization of its performance.   Dopamine Dopamine is included in several… Continue reading

Latest News: Simple development with B-InteraQtive Publishing’s MakeIT-platform

eLearningworld News from the World A new method to develop online courses with result management and in the same process create apps for Google Play, Apple Appstore and Windows Store is now being launched. The basic vision for the development of the MakeIT-platform has been to simplify the process of packaging learning materials and thereby make the development process more cost-effective. The platform is based on HTML5 with support for multimedia, interactive exercises, and tools… Continue reading

Latest News: What do you get if you add Gamification to Brain Research?

eLearningworld News from US The answer according to Sebastian Seung at EyeWire, Seung Labs, is an engaging learning game to learn about the research of neuroscience. 160 000 users from 145 different countries are already playing the EyeWire-game. It is structured as a 3D-puzzle. Regular competitions are held and a weekly “happy hour” on Fridays. During challenges, players compete for bonuses, profile icons, unique chat colors and even neuron naming rights. EyeWire’s founder, Sebastian Seung said… Continue reading

Latest News: eLearning Conference to improve Entrepreneurship

eLearningworld News from Africa Africa’s leading learning and technology conference is taking place in Ethiopia next month and is celebrating its tenth anniversary. The conference that is co-organised by the African Union will have a special focus on the learning technology’s role in being a growing ground for entrepreneurial skills. One of the methods in focus is gamification, in other words game mechanics implemented in a serious context to improve engagement and learning. The keynote… Continue reading

Basics about the art of creating interactive courses part 1

The term ”learning by doing” is often used to summarise the pedagogic ideas of the philosopher John Dewey (1859-1952). However, Dewey never used the term in his own pedagogic writings, but it describes well his vision for learning. He claimed that people not only gain new knowledge by passively receive information, but they learn to an even larger extent when they actively explore the world. Learning by doing with the disability movement Learning by doing… Continue reading