This series has dropped a ton of information on the readers, spanning the principles and practices of gamification . We now know that gamification must be founded on a learner-centered framework in order for meaningful learning to happen and for the learners to truly be engaged by the platform. We’re also acutely aware of the incorporation of
Sid Banerjee’s presentation on the burgeoning VR industry and the future of healthcare training with the utilization of cutting – edge technology like AI and VR to create immersive, engaging and contextually relevant training programs.
Gamification is a concept that most people can get behind as it’s utility is as apparent as Candy Crush is addictive. It has developed as a novel approach to implementing a reward and feedback system in learning. It is being utilized in a number of domains: healthcare, military and commerce. It’s popularity has created a shortcut method
The recent uptick in gamification might have, more than you think, to do with keywords. The ill-defined, yet popular term has come to encompass serious games, screen and computer-based games, game elements, and a variety of permutations of the same. It’s popularity has fed a growing debate about it’s effectiveness. A body of research has evolved