Companies are eager to invest in continuing education programs to keep their employees’ skills sharp. But how can you be sure your workers will retain new knowledge once the training module is complete? Gamification has been proven to increase knowledge retention by boosting motivation, scaffolding lessons, and reinforcing learning through collaboration.
Well, it’s official, I’m speaking at Gamification Europe with a roster of amazing experts in the field. My talk will be about making the best of what is available to you to create innovative solutions, as you don’t always get what you want when working with clients!
This year it is in Amsterdam, so another reason to come and watch!
I often hear people talking about adding elements of chance to an experience to make it more interesting. For instance, adding a random reward for doing a certain task in a system.
However, when does adding randomness turn into adding gambling elements? Well, we have to look at the definition of gambling and look at an example.
In the UK the Gambling Commision looks after all things related to gambling and has a long list of things that it considers to be gambling – http://www.gamblingcommission.gov.uk/for-the-public/What-is-gambling.aspx
There are 3 basic groups that gambling is sorted under in the UK… Read the rest
HR leadership is being asked to expand their strategic contribution to the business, and broaden their understanding of the key business drivers and how the organization’s people influence them. A key challenge for HR leaders in this pursuit is to find effective ways to engage their people in all areas of the business, at all stages of their lifecycle, and across the many systems with which they interact.
About 2 years ago I was speaking at a Gamifiers event in London. One of the other speakers spoke about a new product called “Playbrush”. It was an add-on for a toothbrush that allowed it to interact with a mobile device like an iPad. As well as the add-on, there were a couple of games that it controlled on the mobile device. The idea was to encourage kids to brush for longer and with higher efficiency because they want to progress in the games.
It is fair to say the idea got mauled by us all. I hold … Read the rest
Games for Change is thrilled to announce the 28 winners of the 2018 Games for Change Student Challenge and to recognize the partners, organizations, educators and students who contributed to making this year’s program a resounding success.
The 2018 G4C Student Challenge competition yielded nearly 600 games, created by over 1,100 students – some working as individuals and others in small teams. This year, students were challenged to design and code games about four social impact themes: Connected Cities, Kindness & Empathy, News Literacy and Wildlife Conservation. The winning games teach strategies for preserving pollinators and mountain lions, … Read the rest
Professor Frans Mäyrä will be on research leave, acting as a Professorial Fellow in IASR, on period 1 August 2018 – 31 July 2019. Most recent information about whom to contact regarding COMS education and administration related matters can be found at: https://www.uta.fi/coms – for UTAgamelab and IGS degree program related important matters, please contact the Acting Professor, Olli Sotamaa (olli.sotamaa [at] uta.fi).
Space Advisors, a sales game developed by the Gronstedt Group for KPMG, has won silver honors in the 2018 International Serious Play Awards competition in the Corporate category.
Working in close collaboration with subject matter experts at KPMG, Gronstedt Group developed a Serious Game that helps uncover the full scope of a prospective client business requirements so that the company can select the appropriate KPMG service group to tailor a solution for each client opportunity.
KPMG’s Advisory Professionals are trusted counselors to the world’s largest, most successful organizations. They face a big challenge, though: … Read the rest