I am regularly asked to summarize my many posts. I thought it would be a good idea to publish on this blog, every Monday, some of the most relevant articles that I have already shared with you on my social networks.
Today I will share some of the most relevant articles about Gamification and in what form you can find it in today’s life. I will also comment on the articles.
On htxt.co.za: https://htxt.co.za/2021/10/university-education-needs-to-be-less-like-dark-souls-and-more-like-dota/
University education needs to be less like Dark Souls and more like Dota. We know you’re likely sick of hearing about gamification and education in the same sentence but stick with us because Pro Barry Dwolatzky has some interesting ideas about how to take cues from games and implement them into education. It goes without saying that the ongoing pandemic has turned the traditional idea of education on its head. Classrooms have moved online, teachers have had to become tech wizards and the future of the sector is going unfold in interesting ways. At least we hope it does. Ignoring this changing tide could prove detrimental but too much change without solid guidance could do the same. This is a good article that looks at a balanced approach for gamification.
On Cbdnews.com.au: https://cbdnews.com.au/melbourne-key-to-unlock-city-tourism/
“Melbourne Key” to unlock city tourism. A new attraction and experience pass will breathe life back into Melbourne’s battered tourism, retail and hospitality industries thanks to the City of Melbourne (CoM), which envisages the “gamification” of experiences across the city. The 12-week initiative, dubbed the “Melbourne Key”, is aimed at maximising visitation post lockdown, supporting the tourism industry with flow on effects to retail and hospitality. Yet another great example on how gamification can be used in all experiences.
On Techfinancials.co.za: https://www.techfinancials.co.za/2021/10/26/can-gaming-transform-the-way-we-learn/
Can Gaming Transform The Way We Learn? Professor Barry Dwolatzky, computer science advisor at University of the People, explains what gamification in learning is and how it is on a path to change the future of higher education. Generation Z are rapidly stepping onto the world stage. They are graduating from high school, entering the workforce and studying at tertiary education institutions. Referred to as digital natives, this generation grew up with technology and have no knowledge of life without it. They are globally connected, incredibly mobile, entrepreneurial and crave autonomy – especially when it comes to education where they want flexibility on how, where and when they learn.
On Autospies.com: https://www.autospies.com/news/index.aspx
Did you ever guess that Tesla’s gamification of their ‘SAFETY SCORE’ Would Get People so anxious over their ranking? Getting into a prestigious university, a frat/sorority, membership to a snobby club have always been the type of go-to things that people BELIEVED gave them status and clout in society. But the world is changing. Now, it’s how many likes you got on your favorite social network or how many posts you can make FLAUNTING your moral narcissism (definition: the almost schizophrenic divide between intentions and results now pervading our culture—is the new method for feeling good about yourself. It no longer matters how anything turns out as long as your intentions were good, that you were “moral.” And, just as importantly, the only determinant of those intentions, the only one who defines that morality, is you.)
On Californianewstime.com: https://californianewstimes.com/fintechs-growing-role-in-the-healthcare-revolution-techcrunch/570270/
Fintech’s growing role in the healthcare revolution. Gamification to stop chronic illness Consumer health. One of the biggest trends affecting today’s population is the steady increase in chronic disease. Presumed Almost half of the US population By 2025 you will have a chronic illness. People get sick for a longer period of time, which leads to constant spending. Patients who do not follow medical guidance are a major factor and responsible $ 100 billion annually in medical costs and more than 100,000 deaths. With the surroundings One-fifth of patients Educating patients, completing care, and encouraging them to avoid readmissions and emergency outpatients is a priority because they never meet their prescriptions.
On Illinoisnewstoday.com: https://illinoisnewstoday.com/gamification-in-e-learning-myths-debunked/402415/
Gamification in eLearning can be understood as the process of introducing game-based mechanics and features into the learning systems of the organisation to create real-life experiences that are similar to those of playing games. It is based on people’s behavioural patterns and has the ability to influence their decisions directly. Over time, it has become one of the fastest-growing and most successful trends in the eLearning industry. The major reason behind this immense popularity is its ability to make learning more interactive and engaging. Leading learning management systems, such as WorkRamps, come equipped with features like badges, reward points, and leaderboards, etc that allow course developers to create interesting educational content regardless of the audience or subject matter. A lot of articles in elearning today as Gamification is a way to engage more and better on education.
On Gulfbusiness.com: https://gulfbusiness.com/heres-how-corporate-upskilling-benefits-the-workforce/
Here’s how corporate upskilling benefits the workforce. E-learning gained higher acceptance and adoption during the pandemic, making it a trusted channel of learning says Somaroy Gabbita, general manager at Human Logic. Human Logic develops custom-designed, and engaging e-learning courseware that is aligned to andragogic gamification techniques, adaptive to learner profiles, and is delivered in platform-agnostic forms (LTI/SCORM).