Introduction to Gamification Part 3: Games, Play and Toys

In the last part of my introduction to gamification, I explained a little about my thoughts on Games Based Solutions, but I didn’t really explain what a game actually is. The reason for that is, it is a little complicated from an academic perspective. Now, that doesn’t really affect you in a business setting or as you undertake your job as a gamification designer, but it is always useful to have a deeper understanding of things you are speaking about.

Play

Let’s start with play as this is the foundation of games. There are many thoughts on … Read the rest

Digital Entries in Serious Game Award Program Due Feb 15


LOS ANGELES – Jan. 15, 2018 — Digital Entries in the International Serious Play Awards due Feb, 15, 2019

Serious Play’s 11 year old award program recognizes outstanding games designed for education or training in business, government/military, healthcare, museums, higher ed, K12. Any single user browser, mobile or VR game launched after April 2018 is eligible. Simulations and multiplayer games that can be evaluated via online access by judges playing alone can also be entered.

Digital games created by high school or college students with minimal faculty involvement may be entered in a separate student category. Entries in the student Read the rest

Kahoot! Ignite Pushing The Boundaries Of Education Through Gaming

Image credit: Kahoot!


Kahoot! is a free game-based learning platform that makes it easy to create, play and share fun learning games (called Kahoots) or trivia quizzes for any subject, in any language, on any device.

Founded by Johan Brand, Jamie Brooker and Morten Versvik in a joint project with the Norwegian University of Technology and Science, Kahoot! was launched as a private beta at SXSWedu in March 2013 and the beta was released to the public in September 2013.

Kahoot! has now reached one billion cumulative participating players and is likely to hit 100 million monthly active Read the rest

Game-based Makerspaces Blend Gameplay With The Power Of Creation

“Makerspace better than recess”
Image credit: Morningside Elementary School in Elizabethtown – Student shows a game he designed using Scratch at Makerspace Learning Lab

According to EdTech’s recent article How Makerspaces in Schools Help Students Learn to Code by Eli Zimmerman, Makerspaces in schools are giving educators new options to teach students core coding concepts.

“Computer science has taken a priority slot for K–12 teachers, as experts forecast a majority of jobs will incorporate some kind of coding skills or computational thinking by as early as 2020,” states Zimmerman.

One way that schools are engaging students is by introducing Read the rest

Short Sims Featured As The Cover Story Of January's TD Magazine

Image credit: Association for Talent Development (ATD)

TD Magazine is ATD’s flagship publication for the talent development profession.

As the interest around Short Sims continues to grow, Clark Aldrich had his article “Try Short Sims” featured as TD magazine’s cover story for their highest profile issue of the year. In the words of TD, “The synergy between meaningful interactivity and cost effectiveness lies in short sims.”

Clark Aldrich, one of the top educational simulation designers in the world and the founder and managing partner of Clark Aldrich Designs, has been developing what he believes is the next stage of the Read the rest

Introduction to Gamification Part 2: Game Based Solutions

In part 1, we spent some time discussing what gamification is and isn’t. In Part 2, we are going to take a look at something that was introduced previously, but not explored; Game Based Solutions. My definition of Game Based Solutions is as follows:

The use of games and game-like app­roaches to solve problems and create better exp­e­ri­ences.

This expands upon gamification by including games as part of the toolkit for solving problems. This opens up a whole new dimension of possibilities when you are looking at solutions to client challenges. Gamification may be ideal for one … Read the rest

Metaari Reports Significant Up-tick In Learning Games Investment In 2018

Below is interesting data about the significant up-tick in investment in learning games — $2.25 billion in 2018 vs. less than a billion in 2017.

PRESS RELEASE

Investment in Game-Based Learning Sharply Up in 2018: Metaari

LOS ANGELES – Jan. 7, 2019 — Investment in game-based learning companies was sharply up in 2018, according to leading Serious Games analyst firm Metaari. A total of $2.25 billion went to 133 companies. In contrast, less than half that amount, or $948.2 million, was invested in 150 game-based learning companies in 2017.

While the number of deals declined slightly in 2018, funding levels Read the rest

Introduction to Gamification Part 1: What is Gamification?

Happy 2019. I thought this year I would go back to the beginning and reintroduce all of my previous work for a whole new generation! Sounds boring and a copout, I know. However, having not long released Even Ninja Monkeys Like to Play: Unicorn Edition, it seems like a good time to have a bit of a fresh look at things.

What is Gamification

So, starting at the beginning, let’s explore what gamification is, 8 years after I first discovered its existence!

The first thing to keep in mind is that gamification is not just about making … Read the rest

VR Disrupting Business School Programs In Europe

Image credit: ESMT business school in Berlin

EMST Berlin  was founded by 25 German multinationals as a top international business school in Germany – a business school founded by business.

EMST Berlin has been named “top in Germany” by the Financial Times and is the most international business school in the country. Each year more than 90% of its full-time MBA students come from outside of Germany.

The school offers management degree programs and executive education that focuses on three main topics: leadership and social responsibility, European competitiveness, and the management of technology.

Students at the ESMT business school in Read the rest

2018 Year in Summary

Wow, another year down and what an interesting year it has been for me! A new book, new ideas and new music! Here is my yearly summary of blogs. I noticed that this year I have been a little less prolific compared to other years, but that is probably a good thing! See you all next year for more gamification and music!

1) The Man in the Hat: Anxiety, Public Speaking and Dave Rage

Posted on December 11, 2018 The Man in the Hat: Anxiety, Public Speaking and Dave Rage

The Man in the Hat: Anxiety, Public Speaking and Dave RageI’ve not been shy about talking about my issues with anxiety and depression over the years. They are a

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