Image credit: Center for Systems Solutions at EIT Climate-KIC
Green & Great – a game targeted at business managers who face the challenges of transformation towards sustainable development and socially responsible business.
Active in 24 countries with 28 offices across Europe, including the major cities of Brussels, London, Paris and Berlin, the EIT Climate-KIC is a European knowledge and innovation community working to accelerate the transition to a zero-carbon economy. Supported by the European Commission through its Institute of Innovation and Technology (EIT), they identify and support innovation that helps society mitigate and adapt to climate change.
Image credit: Bondi Labs VR Training
With teams in Brisbane, Melbourne, London, and Beijing, Bondi Labs designs and builds research-based products that address global challenges in Supply Chain & Logistics, Biosecurity Awareness & Inspection, Workplace Safety, and Food Quality Control.
The company leverages on 3D simulations and virtual reality (VR) to improve safety in logistics, using game-based training to engage, improve and standardize behavior.
Biosecurity Simulation Training
Bondi Labs created its first game-based simulation for biosecurity inspection on the Chevron-operated Gorgon Project. Situated off the northwest coast of Western Australia, it is one of the largest natural gas (LNG)
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The motivational benefits of gamification are obvious: by creating a comprehensive structure of rewards and challenges, a gamification platform can encourage employee engagement and recognize achievements. Workers respond to incentives.
Author: Noah Brimhall
Source: https://www.bunchball.com/blog/post/1934/hidden-benefits-gamification… Read the rest
“Feeling the Content”
Image credit: Mendel Grammar School in Opava City, Czech Republic
Virtual biology and anatomy lesson: students are transported to a virtual classroom – a skeletal model with interactive components, like bones and organs. Students can manipulate parts of the model at will, using just their hands.
As the technology behind virtual and augmented reality becomes more advanced, the possibilities of use expand in an exciting way. Now, virtual reality is becoming a realistic option for classrooms.
According to Cornell Chronicle, in a new study by Cornell University, scientists explore whether the compelling, immersive nature of virtual
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It’s that time of year again! Games for Change is excited to announce the launch of the 2019 G4C Student Challenge Competition. Students across the country have been working hard all year to design and code digital games focused on social impact themes. Starting today through April 1st, students will be able to share their work for the chance to win national recognition and a bevy of cool prizes, including a $1,000 Grand Prize Scholarship from Take-Two Interactive!
We invite all middle and high school students in our participating cities of Atlanta, Detroit, Los Angeles, and New York City … Read the rest
Image credit: Osmo
As Fortunereported earlier this month, Byju’s, an edtech company based in India, announced it has acquired Palo Alto, CA-based startup learning-through-play firm Osmo for $120 million.
Named after the teacher Byju Raveendran, who founded the company in 2011, Byju’s is making its first acquisition in the United States to advance its goals of expanding globally and adding very young children to its user base.
Byju’s was attracted not only by Osmo’s game sets, but also by the company technology that allows kids interact in the physical world with the digital world via the iPad and
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