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 Entrepreneur.com: https://www.entrepreneur.com/article/358768
Gamification Makes Virtual Classrooms Fun And Engaging. The most common error by teachers is trying to replicate the brick and mortar classroom experience online to virtual lectures. The closure of school and college campuses since the outbreak of COVID-19 posed fundamental challenges to the traditional teaching and learning methods. Within a matter of few days, the traditional classrooms in every nook and corner of the country were replaced with different forms of remote learning, using recorded or live lectures on different video conferencing platforms, or even interactive learning solutions provided by various edtech companies.
On Telemediaonline.co.uk: https://www.telemediaonline.co.uk/is-gamification-in-payment-methods-an-emerging-trend/
Gamification is on the rise in numerous industries, especially where people need an incentive to do something. It is also being used as a way to make certain services seem more attractive in saturated markets. There are so many payment methods to choose from in 2020, and these systems need to do more in order to make themselves more appealing to users. This has brought about the emergence of gamification, where users can earn points and rewards by completing certain tasks and objectives.
On Keengamer.com: https://www.keengamer.com/articles/features/opinion-pieces/gamification-can-improve-your-life-health-and-outlook/
Gamification can improve your life, health and outlook. Unmotivated? Unorganised? All this can be solved in time thanks to gamification, and it can make your life a lot better. Games are everywhere nowadays, but you would be surprised how much it influences other aspects of your life.
On Healio.com: https://www.healio.com/nursing/journals/jcen/2020-11-51-11/%7B17d73c86-9e59-4ecf-9a00-f325c7576640%7D/gamification-in-nursing-education-an-integrative-literature-review
The objective of this literature review and evaluation project was to determine what evidence exists on the use of interactive digital learning and gamification for adult learners in nursing, for the purpose of guiding a redesign of our organization’s online clinical education courses. The Preferred Reporting Items for Systematic Reviews and Meta-Analyses was used in the literature search, with the critical analysis and leveling of evidence. After determining the search terms, four electronic databases (PubMed, CINAHL, ERIC, and Cochrane) were searched with the guidance of a medical librarian. Eight reviewers participated, and an evidence-based practice specialist served as auditor. Twenty-three articles were included in the review, which revealed overall support for the gamification process with specific findings about optimizing the process. The review further suggested that interactive digital learning in the form of games, gamification, or scenario-based learning has a positive effect on learner engagement and satisfaction; however, none of the studies were able to quantify objective data about knowledge retention. Further research is needed to test different modalities that improve both learner engagement and knowledge retention.
On Rejerusalem.com: https://rejerusalem.com/238890/actionable-insights-on-e-learning-gamification-market-scope-and-price-analysis-of-top-manufacturers-profiles-by-2027-badgeville-bi-worldwide-classcraft-studios-microsoft-sap-mps-interactive-sy/
Actionable Insights on E-Learning Gamification Market | Scope and Price Analysis of Top Manufacturers Profiles by 2027| Badgeville, BI WORLDWIDE, Classcraft Studios, Microsoft, SAP, MPS Interactive Systems, D2L Corporation. QYReports added a detailed study titled “E-Learning Gamification Market” to its massive repository. The report addresses various current and futuristic developments across the global regions such as North America, Latin America, Asia-Pacific, Europe, and India. In addition, the report, also provides an erudite analysis of some significant financial terms such as cost, shares, pricing structures and profit margins. The report on the Global E-Learning Gamification Market is a thorough piece of research and is compiled by conducting both primary as well as secondary research methods. The information encompassed in this report has been gathered from high-end whitepapers, case studies, press releases, and with inputs from industry experts.
On Licenceglobal.com: https://www.licenseglobal.com/festival-licensing/licensing-leadership-summit-how-gamification-leveling-retail
The rise of video games has fundamentally shifted what consumers expect from entertainment. Interactivity has become a crucial aspect of media as brands compete in an ever-crowding marketplace by the day. That demand for interaction has also expanded beyond media and into retail with the growing use of gamification. Gamification is defined as using gaming techniques to deliver compelling user experiences outside of traditional video games. It has established a new shopping paradigm for retailers in an era where digital connections are more crucial for revenue than ever before. During a recent keynoye at the Licensing Leadership Summit, Daniel Bobroff, founder and chief executive officer of Coded Futures, and formerly co-founder, ASOS Ventures, highlighted how gamification has become a ‘superpower’ for retailers.
On Techcrunch.com: https://techcrunch.com/2020/10/28/sidekick-health-scores-20m-for-its-gamified-digital-care-platform/
Nordic digital therapeutics company, Sidekick Health, has closed a $20 million Series A led by pan-European VC Wellington Partners and healthcare focused VC Asabys Partners. Existing investors, Novator and Frumtak Ventures, also participated in the oversubscribed round. The 2014-founded startup has built a gamified digital care platform that targets chronic and lifestyle disease management via digital nudges from a helmet-wearing cartoon helper — pushing patients toward relevant information to support more beneficial lifestyle choices (e.g. taking regular exercise, or cutting down on smoking), as well as offering help with patient treatment management, such as via digital reminders for taking medication and remote patient monitoring for clinicians.