serious games

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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

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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