We're building a new virtual world enabling rich avatar interactions driven by sensor-equipped hardware, simulated and served by devices (phones, tablets and laptops/desktops) contributed by end-users.
As boomers reach retirement age, two other generations will make up the majority of the American workforce: Generation X and Generation Y, also known as millennials. It’s important to consider millennials’ role. They have essentially grown up digital, and that has changed how they engage with others in their day-to-day work lives. They come to work expecting the same engagement they find in the digital world.
According to technology research company Gartner, by 2014, 70 percent of global organizations will have at least one gamified application; by 2015, 50 percent of organizations that manage innovation processes will gamify them. Many of the world’s largest brands are deploying gamification, including Coca-Cola, AOL, Nissan, Nike and Viacom, and as more studies become available, the advantages to gaming in the workplace will become widespread.
IFDB is a game catalog and recommendation engine for Interactive Fiction, also known as Text Adventures. IFDB is a collaborative, wiki-style community project. Members can contribute game listings, reviews, recommendations, and more.
Interactive Fiction grew out of the early text adventures, which were some of the very first computer games ever created. IF is still thriving through a community of enthusiasts who are actively creating new works. Learn more about IF »
Games written with TADS can include graphics, animations, sound effects, fancy text formatting, and other multimedia features, using versatile and familiar HTML syntax that neatly integrates graphics with text
Encourage Learners—Challenges, goals and making progress are all traits that engage and encourage humans. Adding game-elements can be done at the structural level of gamification through points and badges. This is adding a game layer on top of existing curriculum. Gamification can also be done at the content level where the compliance online training module is turned into a “who-done-it” to find where the compliance violation took place.
Motivate Action-The old saying “you get what you reward” holds true for the concept of structural gamification. If you want to motivate learners to move through instruction and to accomplish goals, gamification is a great solution.
Influence Behavior—Game elements when properly placed into a curriculum or everyday employee activities can positively influence behavior.
Drive Innovation—Gamification can drive innovative thinking and activities. One example is the game FoldIt! This gamified process was developed to allow non-scientist to work on the incredibly difficult task of folding proteins into 3D structures. Points are awarded form packing protein and other moves within the protein structure. In this experience, the players are actually predicting protein sequences and players have designed new vaccines from the new and unique ways they’ve folded protein. Some organizations have created a gamified bug tracking system to provide points and rewards for reporting bugs within beta releases of software.
Skill Building—If you want to learn how to use the Ruby on Rails, an open source web application framework for the Ruby programming language, you could sit down with a manual and plow through pages of text or you could program a web site for Zombie meet ups. Rails for Zombies is a gamified approach to teaching someone how to gain the skills of using Ruby on Rails. It builds programming skills as a person earns points, badges and completes a story about creating a product for Zombies.
Knowledge Acquisition—Gamification elements can include points and levels and give the learner a chance to practice through repetition. When done correctly, learners volunteer to experience the learning content again and gain because they are involved in a game-like process where repetition is accepted.
Create your own Interactive Fiction with this free, easy to use application for Windows.
Ana Cristina Pratas's insight:
Interactive Fiction (formerly referred to as Text Adventures) are a cross between reading a book and playing a game, where you control the main character. Rather than reading the story from start to finish, you interact with everything by typing commands at a prompt, discovering things as you go along. Well written games give you, the player, the impression that anything you type is understood by giving a sensible and meaningful response. Indeed, part of the fun of playing interactive fiction games is discovering responses to things you didn't expect to have been catered for.
Most interactive fiction follows the same basic rules - these include walking from location to location using compass directions (north, east, south-west etc). You can normally pick objects up, drop them, put them on things, talk to characters, push things and much more. This handy sheet for beginners explains many common commands used in games.
What was once a futuristic technology is now giving students an immersive way to learn from the world around them.
Ana Cristina Pratas's insight:
Among the many technologies poised to reshape the way we communicate and interact with the world around us, few evoke the same sense of excitement and curiosity as augmented reality. Best known as the technology behind the visual overlays on televised sports games and Google's much-hyped Project Glass, AR seems intriguing and futuristic, if a bit lacking in practical uses for the average consumer. The same holds true in education, where, until recently, its impact on the curriculum of even the most tech-savvy districts has been limited to somewhat primitive efforts like QR codes.
But AR's promise is enormous. In the 2012 K-12 edition of the Horizon Report, which examines a wealth of data to predict which ed tech trends will develop into mainstream successes, the New Media Consortium (NMC) named augmented reality an emerging technology with "significant potential" to transform K-12 education. The report anticipated widespread adoption in four to five years. Yet, for many K-12 educators who are just now exploring how web 2.0 and mobile technologies fit into their classroom, AR isn't a priority, primarily because its application to education still seems theoretical to most teachers.