Showing posts with label education. Show all posts
Showing posts with label education. Show all posts

Wednesday, 30 July 2014

How Google Glass Could be Used in Education - An Infographic

Hello again after my short break from blogging!  I am afraid I was very busy sitting my final year university exams (and am pleased to say I achieved a first class honours) and then I travelled to Brazil for the World Cup.  I thought I'd share this fantastic infographic with you as my first post back, enjoy and as always please share your thoughts in the comments section.  Click the infographic for a larger, interactive version.

http://www.opencolleges.edu.au/informed/features/google-glasses-education#.U9lIrsIg9D8
How Google Glass might be used in Education – An infographic by the team at Open Colleges

As you can see there are many ways that Google Glass technology could be used to enhance education and update learning for the 21st Century.  It also fits in with some of the other educational movements we have discussed previously on the blog, such as Flipped Classrooms, Project Based Learning, Multiple Learning Styles and so on.  As always, it is a technological tool that doesn't provide all the answers, but alongside these educational movements as well as Gamification, Games Based Learning and so on, education could fit more with the 21st Century world and really benefit students... and teachers.

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Thursday, 13 March 2014

The Future of Games in Education Infographic

This week, I just wanted to showcase a fantastic infographic from GameSalad full of stats about why games are fantastic learning tools right now and why they will continue to be in the future.  I think it speaks for itself.


For the larger, original, please click here.

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Thursday, 27 February 2014

Collaborative Gaming: The Ultimate Case Study

One of the most common ways in which games can be used in an educational environment is for collaborative gaming.  An entire class focusing on one game is far easier to manage or control than many small groups or everyone at a different computer and it also promotes skills such as teamwork or communication.  We have looked at some of the benefits or difficulties involved with this previously but recently an extremely interesting example of collaborative gaming has emerged and, although it isn’t in an educational environment, there are a lot of interesting phenomena that have arisen and we can learn a lot from it in terms of the dynamic of a large group working towards a goal.

A screenshot from TwitchPlaysPokémon - courtesy of http://imgur.com/V9D2Tfi

TwitchPlaysPokémon, whose creator has expressed his desire to stay anonymous, is hosted on twitch.tv, a website more usually used for streaming a game live as you play it, but it has one vital difference: the controls are not entered by one player; they are entered in a chat box to the side of the live video stream of the game.  This means that multiple people from anywhere in the world are in control of the game at any one time and, since it has entered the consciousness of the general public, there are often ten commands being entered in a second and sometimes many more. The game of Pokémon Red (1996) lends itself well to this format; as a strategy game it can be played in an infinite number of ways and it rarely punishes missteps seriously, ensuring a level of unpredictability in progress while also guarding against heavy, demoralising setbacks which would potentially scare off people interested in contributing.  Despite this, it was still expected that some challenges in the game would prove too much for the community at large and it was certainly not expected that they would ever actually finish the game.  However, the combined efforts of the globe’s nostalgia-fuelled gamers have overcome all of the game’s gym battles (the major challenges in the Pokémon series), leaving only the final section of the game and the final boss battles to go.  During the past two weeks or so, there have been moments at which approximately 150,000 people have watched simultaneously, as well as landmark moments showcasing the power that a shared goal and a fun interface can have over a group of people working together.  Of course, there have also been low points and some sections which require a specific sequence of buttons to be pressed can take hours (or in very rare cases, days) to overcome.

How the Group Tackles Issues

Of course, this is the most extreme example possible of a collaborative game; there is probably never going to be another situation where 150,000 people could press the same button on the same game at the same time and it is even more unlikely in an educational environment.  As such, there are some quite major issues with gameplay, but the ways in which the community has reacted to them is enlightening and encouraging.

The first and most obvious of these is that with so many people inputting commands, any section that needs extended precision is almost impossible (such as the dreaded Ledges, which earned their capital ‘L’s).  One of these, a room involving floor tiles that can send you back to the entrance of the room had taken up to 26 hours without any progress.  This motivated the creator to introduce a ‘democracy’ mode, which takes the most popular command over twenty seconds and enacts it, creating precision but it is excruciatingly slow.  This has sparked a backlash from some sections of the community, who believe that democracy mode defeats the point and the game should be completed entirely in the original ‘anarchy’ mode.  The majority of gamers are not particularly concerned about the purity of the experience and so it creates a fascinating phenomenon.  After an obstacle has been impeding their progress for a large period of time, usually several hours, the votes will flood in for democracy mode and they will complete their task before immediately sliding back into anarchy mode so that they can continue the game ‘properly’.

Another problem with the format is that due to the scale, there is a thirty-second lag, rendering many commands obsolete at best and a hindrance at worst by the time there are actually registered.  Again, the hivemind arguably exceeds expectations in dealing with this, often only overshooting targets once or twice before arriving at the destination.  Sometimes, when preparing for big events, the community organises itself via the forums and chat facilities and is capable of entirely pre-empting the lag.  This shows an impressive level of communication, given that hundreds, potentially thousands, of people are entering commands for something they won’t see for another thirty seconds.

Both of these demonstrate an innate desire to progress and to achieve.  The gut reactions of most contributors is to do what is best for the communal goal and it is heartening to see people automatically working together without instruction, although since this is accessible to anyone on the Internet, there are of course a small number of trolls whose sole purpose is to disrupt the game, an extremely easy task when a single disruptive command can halt progress.  However, even more impressive heights have been reached.  Pokémon is a strategy game and as more progress has been made, some members of the community have considered and developed their strategies to deal with both the actual game and the control system.  They show independent research (e.g. finding and distributing this map), critical thinking and even presentation skills as they develop methods to beat certain parts of the game (taking into account the unusual challenges presented by the format), before presenting their findings to the community at large via chats and forums, often in the form of an annotated document or map.  The input format is effectively a vote: if enough people approve of the suggestion they will attempt to enact it and will eventually overpower the others.  There have been suggested strategies which have been considered, rebutted and then ignored and there have been strategies which on the face of it seem counter-intuitive but have been enacted, showing that the majority of the community has a high level of communication.  Astonishingly, there has even been what must be a rare example of organised trolling, when a group of trolls worked together in an ultimately unsuccessful attempt to render the game unwinnable at one of very few points where this is possible.

Community

When watching the stream and following the chat, it is possible to get a sense of a cross-section of the players’ mentalities and the way they play.  There are a few clear types of regular players, some of which mirror player types we have discussed before on the topic of MMO games.  Using this article as a guide, we can clearly identify Socialisers and Philanthropists.  There are many people who are playing for social reasons, and in fact the meme culture which has rapidly sprung up around this game is impressively diverse and being added to with playful faux-religious fervour.  It is arguably the star of the show and almost certainly the main reason people have not lost interest is due to the narratives and binding references being constructed as they go along.

In fact, it is extremely difficult to identify anyone playing solely for achievement’s sake, like the Player type in the cited article.  There are some players whose main goal is progression but they still have in mind the social aspect and also the chaos with which this game began, as shown by the immediate regression to anarchy once democracy has served its purpose.  I would add a couple of new types: Purists, who are devotees to the anarchy system and believe that it should be adhered to at the cost of progress; and of course, Trolls, whose main goal is the disruption of the game.  It seems as though all players have purity in mind but as frustration over a specific obstacle grows, we often see them drift towards democracy to facilitate progression.  Purists are the players who staunchly vote anarchy even at this point and could be considered similar to the Free Spirit as they put their personal journey ahead of the collective desire.  However, they are not necessarily hugely creative either so I consider them different.

Fan-made art inspired by the game - courtesy of http://imgur.com/F5NA7RK

Lessons for Educational Games


While this specific format has major problems blocking it from use in education, it could be used with tweaks and editing.  Without being actually used, it still has lessons to be learned with regard to group dynamics.  We can see that when left to their own devices with a goal to achieve, a group of people will work towards a common goal, strategise to overcome more difficult obstacles, and implement rudimentary democracy to make contested decisions.  Ultimately, it may not even be necessary for a game to have any educational content; children (and some adults) could learn those valuable lessons from this exact game.  On top of this, the fictional world and characters facilitate the creation of the culture and memes that surround the game, which glues the community together and promotes discussion and sharing ideas.  Oftentimes, games where learning is spontaneous can be more powerful than when learning is explicit and can feel forced.  For a game to be used educationally, it doesn’t have to be designed with education in mind.  Any game can be an educational game, it just depends what you want to teach.


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Sunday, 8 December 2013

Our Blog Content by Category

We have written quite a lot of content on this blog so far.  We thought we'd give you an easy way to browse our posts by category, so you can easily find the topics that interest you most.






Design & Development


Games Based Learning Theory - Why It Works?

Games Based Learning Practice - How it Can be Used?

Games Based Learning Benefits - What Skills/Knowledge can be Gained?

 Gamification

Education and Education Technology

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Friday, 20 September 2013

Video Games in School Infographic

Earlier this week, a wonderfully informative and interesting infographic was brought to my attention. It is from bestmastersineducation.com and this post is simply going to be dedicated to the infographic (it's a pretty long one). And as ever, if you have anything relevant like this to share, please do so in the comments section or email us at pfinfo@pixelfountain.co.uk


Video Games in School
Source: Video Games in School

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Saturday, 14 September 2013

15 Articles that Show Gamification is Taking Over our World

Image courtesy of woodleywonderworks on Flickr.
Okay, yes, that title may be a bit of an exaggeration and may make gamification sound like a bad thing (and some of these articles will look at why that could be true).  But the aim of this article, is to show the broad spectrum of uses (and abuses) of gamification, from education and training, to business, healthcare and more.

Gamification of Learning: Education and Training


Gamification of Business


Gamification of Healthcare


Gamification of Making the World a Better Place


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Saturday, 7 September 2013

Badges, Gamification, Employment & Lifelong Learning

Image courtesy of kerolic on Flickr.
We often talk of gamification and have even won an award for doing so (click here).  But we (and many others) usually talk about how badges are engaging and motivating for the learner or even how they can essentially coerce people to do things that an organisation/individual wants (e.g. good behaviour in class, sharing promotional content on social media sites, reviewing products etc).  Badges and other gamification strategies have been used very successfully in this way.  However, the report, ‘Expanding Education and Workforce Opportunities Through Digital Badges’ takes a slightly different look at the phenomenon.

This new report from the Alliance for Excellent Education and Mozilla has looked at how badges can be used as a way of showing and verifying to employers the skills that individuals have amassed.  These can be formal education, knowledge based skills, 21st century skills as well as skills gained through hobbies and other ‘extracurricular’ activities.  “A digital badge system can bring resumes into the twenty-first century,” says Gov. Bob Wise, president of the Alliance for Excellent Education and former governor of West Virginia.  “Digital badges are making anytime, anywhere learning a reality for learners of all ages who want to pursue their interests with tangible results in real time… Badges bridge the divide between formal and informal education, and they have the power to transform competency-based learning and hiring practices.”

The report does explore how digital badges can be used to improve student learning and outcomes, but also how they can expand vocational and interest-based skills for learners of all ages.  And importantly, what this can mean for employment.  “The way we learn and the way we work have radically changed in today’s digital age, and we need the credentials that make sense for the way we live our lives today,” argued Erin Knight, senior director of learning and badges at Mozilla.  “Open Badges can connect learners to better jobs and opportunities, allowing them to increase skillsets and marketability. In return, employers can look beyond abstract credentials or self-reported resumes and get credible information on candidates—finding a better match, and unlocking a better future for all involved.”

Expanding Education and Workforce Opportunities Through Digital Badges defined badges as ‘credentials that represent skills, interests, and achievements earned by an individual through specific projects, programs, courses, or other activities.’  The report argued that it is important that badges are defined accordingly and are measured against a specific set of standards so that they could be used by employers in a meaningful way.  The report suggests that for this to happen, there must be an open badge standard that ensures all badges contain the same level of criteria and evidence, which allows people to earn badges from different issuers, manage and collect them, and display them on websites as they see fit.  Mozilla has created this “Open Badges” standard that ensures the credibility of verifiable skills involved with the badges.  They aim to make the badges credible by making them store information through hyperlinks about what tasks, projects etc. were completed to earn the badge.

Schools can use the system to connect their pupils’ curricular and extracurricular learning as well as rewarding them for developing their 21st century skills.  The schools and colleges that have adopted the system so far have also done so to make learning more engaging and innovative.  “Learning pathways differ from student to student, but badges can bridge those differences and provide students with opportunities to follow their interests, and connect what they have learned—at any time and place—to academic achievement, career success, and civic engagement,” Wise said.

But what interests me most is what the badges could mean for employment.  It is unlikely that this system would completely become the norm, but it does make one wonder.  It could encourage children from a younger age to think about their careers.  It could encourage a closer relationship between students and employers, giving both valuable experiences.  Employers could tailor more what is being taught in schools.  They might put emphasis on different elements of a person than their grades.  The system also has interesting implications for lifelong learning.  It could foster a more positive relationship with learning as a whole.  It may make people think of and approach learning differently.  People could become inspired by the badges of others.  The intrinsic reward of a badge along with the ability to ‘show off’ to others could generate an impressive level of learning.

Obviously, these are all big ‘what if’s and this one system is unlikely to do everything (if any of these).  However, I do think it highlights something interesting and very positive about society and it would be great if it took off.  The popularisation of geek-chic (which I thoroughly approve of) along with the acceptance and popularity of video games may just have amalgamated to create something that could be great for learning and learners.  One thing I would like to see being emphasised though, in a system like this, would be badges for good deeds, charitable giving and so on, and then we could really be on to something great!

Click here for the full report.

Click here for more about Open Badges.

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Friday, 30 August 2013

10 Serious Games with Serious Messages

I wrote an article back in 2012 called “11 Educational Games for Social Good”.  Since then, more serious games with serious messages have been made.  This list of ten includes games to teach about financial management, the environment, social issues and so on.  The games are all aimed at different ages but many could easily be used in schools.

  1. Marine Missions - A game designed by the National Geographic Society to teach children about ocean animals and the importance of water.
  2. Budget Hero - This game puts the player in charge of government spending and aims to teach about financial management and decision making.  There is also information specifically for teachers wanting to use the game in class: http://www.teachbudgethero.org/.
  3. HeartSaver: An Experimental News Game - The aim of the game is to “Save as many heart attack victims as possible by getting them to the best emergency room in time”.
  4. Plan it Green Live - A city builder game to teach about being environmentally friendly and making people aware of the latest ‘green’ technologies.
  5. Dafur is Dying - The game “provides a window into the experience of the 2.5 million refugees in the Darfur region of Sudan. Players must keep their refugee camp functioning in the face of possible attack by Janjaweed militias”.
  6. Bite Club - The game aims to teach about saving for retirement, paying down debt and managing consumption as players manage a "day club" for vampires.
  7. Gauging your Distraction - The game shows how external distractions (in this case, texting) affect drivers’ reaction times.
  8. Half the Sky Movement - I play this game as a Facebook app and I love it.  It aims to educate people about women’s issues and oppression around the world.
  9. Quandary - “Players aged 8-14 shape the future of a new society while learning how to recognize ethical issues and deal with challenging situations in their own lives”.
  10. Financial Football - This is a fast-paced game that engages students while teaching them money management skills.  Teams compete by answering financial questions to win their (American) football game.

Please follow @paulladley on Twittergames-ED on Pinterest and like games-ED’s Facebook and Google+ pages for blog updates and interesting games based learning findings.

Saturday, 17 August 2013

The Future of Ed-Tech and How to Get Started Now

Every now and then, we like to stray from the topics of games based learning and gamification and talk about something related but different.  We are fascinated by new technologies and what they can do for education and learning.  This blog post will look at some of the education technologies that might be a bit out of reach for the majority right now.  They might look a bit sci-fi, but this new tech could prove to be the future of education.  We’ll then give you a few ideas about how you can get started with implementing more ed-tech right now.  Please click on the tiny infographic too to the right from LearnDash to see a full-sized version with teacher and administrator opinions of ed-tech and some interesting statistics.

Google Glass
If you have never heard of Google Glass, the article, “A Teacher’s Guide to Google Glass” gives a good introduction as well as ways that the new tech might be useful for teachers.  Google Glass is likely to be out of most teachers’ price range right now, but educators have been getting excited about how it could revolutionise teaching.  The article, “How Google Glass Can Be Used In Education” is very informative and gives lots of inspiring ideas with a wonderful infographic.  For more real-world examples of how Google Glass is being used right now, have a look at “The Incredible Way a Michigan Physics Teacher Uses Google Glass”.

Augmented Reality
It might be a short while before augmented reality becomes mainstream too, mostly because the applications of the technology for education haven’t been discussed as prevalently as other technologies such as Google Glass.  But the article, “Augmented Reality is Going Mobile – And Coming to a Classroom Near You” is a very detailed analysis of what this tech could have to offer to the education world.

3D Printing
Again, this technology might be a little pricey right now, but as prices reduce and as people begin to discuss more and more applications of the technology for education, 3D printing might just be common-place in schools in only a couple of years.  This article discusses the “Importance of 3D Printing in Education”, including merits such as increasing interactivity and learning by doing.  For more examples of how schools are using this new tech, read “5 Ways Schools are Already Using 3D Printing”.

How Can I Get Started With Ed-Tech Right Now?

Before I give you some of my ideas, it would be very worthwhile to watch this short video from edutopia, “An Introduction to Technology Integration” which gives a great overview of why technology can be so powerful.




Those are just a few ways that teachers could implement more technology into their classrooms.  Obviously there are many more ways, but these offer a good starting point.  It is important to remember though that technology should not be introduced just for the sake of it.  It can be powerful when used correctly and alongside fantastic teaching and is not a substitute for excellent tuition from teachers.  Careful thought and planning should be undertaken before any tech is introduced.

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Friday, 2 August 2013

Gamer Myths – Infographic and 10 Facts

As you can gather from around our blog (e.g. ‘Games Develop Social Bonds and Communication Skills’, '11 Educational Games for Social Good’ and ‘21st Century Skills and Games Based Learning’), we believe that games can do a whole lot of good.  They can teach people, heal people (see ‘Games Based Healing’), encourage positive behaviour (see ‘The Fun Theory’), impart skills and enlarge existing capacities, promote conversation and friendships (see ‘The Art of Conversation’) and so on and so forth.

I wanted to share with you a fantastic infographic that further ‘debunks’ some gamer myths, followed by some other interesting facts and figures.  Hopefully these will help to convince people (especially parents) that games aren’t all bad and can actually do a lot of good.  And some of the facts suggest that most parents actually do appreciate this.  Hopefully the education system isn’t far behind…?

Infographic courtesy of  Lumosity. Click for larger image.

This article contains many interesting gamer facts, but some stick out in particular:

  • 68% of parents believe that game play provides mental stimulation or education
  • 57% believe games encourage their family to spend to time together
  • 54% believe that game play helps their children connect with their friends
  • 61% of surveyed CEOs and CFOs are playing games during their working hours
  • 46.6% of surveyed German employees playing games during working hours: daily, 10.0%; several times a week, 15.5%; once a week, 7.0%; once per month, 3.6%; less than once per month, 10.6%
  • Average age of gamers in years: 37 (has also been playing for average of 12 years)
  • % of female gamers: 42 (In fact, women over the age of 18 represent a significantly greater  portion of the game-playing population (37 percent) than boys age 17 or younger (13 percent).)
  • % of gamers older than Fifty (2011): 29 (an increase from 9% in 1999)
  • Percent of gamers who play games with other gamers in person: 65
  • 91% of the time parents are present at the time games are purchased or rented.

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Monday, 29 July 2013

Winner of Best in Gamification Awards

We are over the moon that have been deemed one “of the ground breakers in the gamification industry” and have won a Best in Gamification Award by Technology Advice.  Specifically, we won Best Gamification Resources in the Education Industry.

This is what they had to say about us:

“Over at Game Based Learning, education and gamification combine at their best. From posts on gamified learning research to real world examples, Game Based Learning provides a wide range of content for educators and gamification enthusiasts alike. If you’re looking on reasons to implement gamification in your classroom, or just advice on how to do it, Game Based Learning is the place to go.”

To read the full article and see the other winners, click here.

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Wednesday, 10 July 2013

25 Games Based Learning Articles (and Infographic)

The past few weeks I have been discussing the merits and practicalities of teaching children to program (Part 1: Why is Teaching Children to Program so Important?).  This is a topic close to our hearts and is obviously related to games based learning.  However, it is coming at it from a very different angle.  So this week I thought I’d offer you a round up of 25 more traditional games based learning articles (and an infographic).

Infographic courtesy of The Knowledge Guru. Click here for full sized image.

  1. Mario Kart in the Classroom: the rise of games-based learning - A great article from a converted sceptic of games based learning.
  2. Why Game Based Learning = Good Classroom Practice - Why the rules that govern well designed learning games apply equally well to good classroom practice, including four principles incorporated into most powerful learning games.
  3. The School Where Learning is a Game - A case study of Quest, a school in America that uses games to teach.
  4. 7 Reasons for Games Based Learning - Reasons why games should be incorporated into children’s learning experience, including narrative, emotional engagement and freedom to fail.
  5. How do you Teach Empathy? Harvard Pilots Game Simulation - A group of Harvard education researchers develop a game that enables players to develop their understanding of other people’s perspectives and empathy.
  6. Mediocrity versus Mastery: The Case for Game-Based Learning - Explains how games based learning makes sense in the 21st century and how games can train children to get excited about driving their own education.
  7. Embalm Your Own Egyptian Mummy On-line! - a game that teaches children about the processes involved with embalming a mummy.
  8. Why Learning Games Succeed Where Traditional Learning Fails - Including that they are realistic and social.
  9. Using Fantasy in Instructional Games - Research that shows that fantasy can aid learning.
  10. Learn to Play and Play to Learn: The Secret to Games That Teach - Some of the merits of games based learning, including the more motivating nature of a Game Over screen than an F on a test, as well as the importance of good design in educational games.
  11. CHERMUG mini-games for research methods and statistics - Games to teach university level students research methods and statistics.
  12. Games Teach! - A retort to an article, ‘Games Don’t Teach’.  Contains some good pieces of research that show the merits of games, including “Wolfe (1997) found a game-based approach produced significant knowledge level increases. (7 studies)”
  13. Teaching Like a Game Designer - A checklist for teachers to design learning games (not just computer games), including defining the goal and rules and how the player receives feedback.
  14. Mobile Game Get Water Teaches About Water Scarcity with Good Gameplay and Narrative - A fun game to teach children about social issues such as water scarcity, gender inequality and educational problems.
  15. Game based Learning – Why Does it Work? - Defines what fun can mean in games, essential elements for learning and how game elements meet learning needs.
  16. Cognitive Flow: The Psychology of Great Game Design - looks at how game design can lead to cognitive flow which is the ideal state for learning.
  17. Playful Learning: Computer Games in Education - A presentation from Microsoft Education that explains the merits of games based learning, making games, overcoming challenges and so on.
  18. Games For Good - Tired of simply defending games and explaining why they aren’t bad, the author tries to explain how games can actively lead to good.  Includes a run down of what some popular games such as Civilisation and Assassin’s Creed taught them (e.g. history, geography, navigation, Italian…).
  19. The Big Five: Five Reasons Why Educational Games Work - Includes less talked about reasons such as the fact that they allow players/learners to continually practice complex concepts, that proper utilisation of avatars can reduce barriers like self confidence, that games can lead to affinity groups and so on.
  20. Game-Based vs Traditional Learning – What’s the Difference? - Includes factors such as authenticity and creativity.
  21. Lame-based Learning - The author despairs about how people view games based learning.  For example, how they see it as an adjunct to a serious curriculum.
  22. APPitic - Not an article, but a site that lists educational apps by age, topic etc.
  23. Game Design: The Key to Education? - How to make learning environments more engaging using principles of game play e.g. solving problems builds expertise, learning happens by doing and so on.
  24. 10 Ways Teachers Are Using MMORPGs In The Classroom - Including for behaviour management, science, to promote collaboration etc.
  25. 50 Awesome Videos for Gaming Teachers - a collection of videos about using games in education.
Please follow @paulladley on Twittergames-ED on Pinterest and like games-ED’s Facebook and Google+ pages for blog updates and interesting games based learning findings.

Thursday, 6 June 2013

Gamification Blog: 5 Excellent Articles


Earlier this week, I came across a blog, which is operated by Technology Advice.  They have several blog topics, one of which is gamification and they have a great selection of articles for you to get your teeth stuck into.  I have highlighted a couple below that are particularly interesting and introduced them briefly, just to whet your appetite.

  1. The Debate: Gamification and Education - Discusses the positives (e.g. focus and planning skills and personalised instruction) and negatives (e.g. expensive and limited content) of gamification being used in education.
  2. Not Just Fun and Games: 5 Uncommon Applications of Gamification - Includes making customer support fun, promoting social welfare and more.
  3. Gamifying Healthcare: A New Trend - How gamification is being used in healthcare (in workplaces, not just hospitals) including results such as a 50% drop in smoking prevalence.  For more information on how games can improve health (Cystic Fibrosis, Post Traumatic Stress Disorder, Dyslexia, Depression and more), see ‘Games Based Healing’.
  4. Gamification Fostering Workplace Competition - Discusses the pros and cons that workplace competition could bring to the organisation and its employees.  Pros include productivity, profits and team competition and camaraderie.  Cons include stress, sore winners and losers and reduction of team spirit.
  5. Big Data, A Side Effect of Gamification - A less discussed aspect of gamification but one which pixelfountain (the company which brings you this blog) is very interested in.  Gamification produces a huge amount of data, which can offer insights into employee or consumer behaviour.  This knowledge can be very useful and potentially profitable.

For more interesting gamification articles from Technology Advice (about 12 in total), visit http://technologyadvice.com/gamification-blog/.

Please follow @paulladley on Twitter and like games-ED’s Pinterest, Facebook and Google+ pages for blog updates and interesting games based learning links and resources.