I am regularly asked to summarize my many posts. I thought it would be a good idea to publish on this blog, every Monday, some of the most relevant articles that I have already shared with you on my social networks.
Today I will share some of the most relevant articles about Gamification and in what form you can find it in today’s life. I will also comment on the articles.
On Africanexponent : https://www.africanexponent.com/post/8119-important-aspects-of-gamification-in-education
Important Aspects of Gamification in Education. Collaboration among the different stakeholders in education is essential for success. For the longest time, people considered video games a waste of time. Now, they are a valuable asset in fields like teaching. Gamification refers to the use of gaming elements for non-gaming activities, with the aim of achieving diversification or to influence behavior. Educators are using gaming elements to improve students’ concentration and spark interest, making learning more effective. For example, learning is more fun through educational video games. A teacher could use Nintendo DS to teach students math and language.
On Gulfnews.com: https://gulfnews.com/uae/education/uaes-hbmsu-launches-gamification-in-higher-education-for-students-to-deepen-engagement-levels-in-the-learning-process-1.1610006058671
UAE’s HBMSU launches gamification in higher education for students to deepen engagement levels in the learning process. EduGame integrates games into learning as a smart and effective higher education tool. Smart learning environments can provide effective learning experiences that allow students to deepen levels of engagement, motivation and involvement in the learning process. UAE’s Hamdan Bin Mohammed Smart University (HBMSU) has introduced the concept of EduGame – a new gamification system that integrates games into learning – with the aim to make the learning experience more futuristic, skill based and fun.
On Businessnewsupdate.com: https://www.business-newsupdate.com/gamification-market-1477
Gamification Market report provides key statistics on the market status of the Gamification Industry and is a valuable source of guidance and direction for companies and individuals interested in the Gamification Market. Gamification Market Report covers the companies’ data, including Growth potential analysis, Executive Summary, Data sources, Industry segmentation, Porter’s analysis, Business trends, Growth drivers, Price trend analysis, Industry pitfall and challenges, Industry impact forces, Competitive landscape.
On Penntoday : https://penntoday.upenn.edu/news/gamification-isnt-all-fun-and-games-its-serious-business
Gamification isn’t all fun and games. It’s serious business. In ‘For the Win,’ Wharton professor Kevin Werbach and coauthor Dan Hunter argue that gamemakers need not be the only ones benefiting from game design. In a revised and updated edition of “For the Win: The Power of Gamification and Game Thinking in Business, Education, Government, and Social Impact,” authors Kevin Werbach, a professor of legal studies and business ethics at the Wharton School, and Dan Hunter of Queensland University of Technology (QUT) argue that applying the lessons of gamification could change one’s business, and the way people learn or teach.
On Forbes.com: https://www.forbes.com/sites/forbesbusinesscouncil/2021/01/08/the-gamification-of-investing-brings-opportunity–and-risks/
The Gamification Of Investing Brings Opportunity – And Risks. There is no better proof that humans are essentially highly social and playful animals than the meteoric rise of gaming in the last decade or so. What was once a niche market for kids is now reaching closer to a $200 billion global industry with almost three billion consumers across all ages and demographics. It’s surpassing the market size of even the film industry and growing fast.
On Investopedia.com https://www.investopedia.com/robinhood-pays-settlement-but-gamification-remains-a-concern-5093195
Robinhood Pays Settlement, but Gamification Remains a Concern. Getting young people investing is a good thing, if done right. Absolutely, gamification needs to be used properly and in a goal to engage and get people loyal to a brand but in an honest and transparent way. There are many strategies for a good gamification campaign I will be happy to help you if you have any questions.
On Pharmaphorum.com https://pharmaphorum.com/news/pharma-still-reluctant-to-accept-gamification-for-health-interview/
Pharma still reluctant to back gamification for health. The pharma industry has been making great strides forward in digital health, but one element of that – gamification – hasn’t yet made much headway in the sector. Armed with new data from a randomised clinical trial, one company is hoping to change that mindset. Have a read at the interview!