"Lots people want to get started with game based learning, gamification and serious games in their training. We’ve been curating game related content for over a year and a half while conducting our own research and case studies. Here are 100 articles related to games and learning. Some of them are research-based, while others just offer an interesting perspective to spark discussion. Take what you need and share this with a colleague."
As far back as 1999, a group of visionary LEGO product developers and engineers started thinking about letting people design their own LEGO products. They imagined people of all ages, anywhere in the world, being able create any design they could dream up – using an intuitive, free tool for digital design.
It’s time to get the party started with gamification in higher education. Maybe it’s the liberating feeling of the summer, or the fact that it is the perfect time for some educators to make improvements to their curriculums.
Video games can be used to educate through repetition and feedback, but they can also have some less-than-positive side effects. Learn about how video games can improve the educational experience as well as hinder it.
Using games to promote learning isn't a new idea. But the widespread use of game-based adaptive learning systems, the explosion of mobile learning applications, and the growing use of game-based strategies makes gamification one of the most important education trends of this decade.
Gamification is the process of using game mechanics and game thinking in non-gaming contexts to engage users and to solve problems. Gamification leverages game design, loyalty program design and behavioral economics to create the optimal context for behavior change and successful outcomes.
Gamification is increasingly being used by business, both large and small, to influence customer behavior in order to solve business problems, and its use is expected to grow tremendously over the next several years.
Major independent research firms predict that in just over a year almost half of the F1000 organizations will be using gamification to transform business operations.
However, gamification is not “just a game” and it requires an understanding of human psychology and motivation in addition to understanding the principles of good game design.
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