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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

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

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

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