Games make us better and they can save the world!

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Using Gamification to Attract Online Learners

When planning online learning courses, one of the biggest issues to overcome is engaging students enough that after signing up, they remain motivated enough to keep coming back to the course. The amount of effort required to sign up to online courses is nearly minimal nowadays, thanks to resources such as Coursera, which offer university-level content…

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Expanding Educational Horizons with New Tech and Gamification

Research from the Learning and Digital Media departments at New York University presents some interesting discussions about the role of games in future learning and probes the evolving presence of technology in schools and the changing characteristics of students. In the modern technological world, teaching methods have had to change dramatically. Computers are now commonplace in classrooms and instead…

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Gamification for Toddlers

Game elements can be used to interact with children and maintain their attention, and to make learning more fun and engaging even from the earliest pre-school age. Zimmerman (2016) believes that the use of games can help children to develop their information processing, intelligence, reasoning, language development, and memory. According to the World Health Organization, early childhood is…

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How game-like strategies motivate students

Research has shown that a well-designed game can create a very effective learning environment. However, a well-designed learning environment can also utilise game-like strategies very effectively. The use of simple game-like techniques can reward students and create a connection between learning and positive emotions that can make them more willing to learn. Gamifying learning can encourage students to be…

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Cheating Gamification

Gamification of learning has lead some to raise concerns. There are those who believe that students will eventually cease to be motivated by genuine learning goals, instead only motivated by the “external rewards” (Lee and Hammer, 2011) that can be earned. Others fear that traditional textbooks will no longer exist once gamified learning methods dominate every lesson, with…

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