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
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