serious games

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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

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Nick Peller, a British game developer, first used the term gamification, in it’s current sense, back in 2004. Since then, a body of research has developed around gamified learning solutions to quantify it’s value in educational technology. This series will explore eye-opening research within gamification and contextualize it with emerging trends in the training industry. This research is built

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In the current training landscape, new trends have now established themselves to be unparalleled when it comes to helping the user engage with content, improve learning (and driving an enthusiasm to learn) as well create better retention of learned material. These trends include serious games, game  based learning and gamification. Below is a brief look