by Carol Leaman
Gamification applied to learning is getting a lot of attention from designers, but are there any proven best practices? Here are seven “lessons learned” from millions of discrete interactions within gamified learning interactions. The big lesson: Gamification more completely engages learners. But you also need to pay attention to detail.
Take advantage of endorphins by adding games to your online courses! When designed correctly, games and gamification are very successful in engaging people and motivating them to change behaviors. Here are four tips to get those endorphins flowing in your learners’ brains.
What does it take to make an award-winning serious game? Technology and skills are important, but team dynamics make the essential difference. Andrew Hughes and his team at Designing Digitally share their lessons learned in this guide to team and process.
Games, simulations, virtual worlds, alternate reality games (ARGs), and 3-D immersive environments… For anyone curious about the relationship between these mediums, or looking for commonsense guidance for designing such experiences, make a note to add Koreen Olbrish Pagano’s Immersive Learning to your reading list in 2014.
by Kapil Bhasin
Sooner or later, every learning and development or training department will come to a decision point about gamification. There will inevitably be discussions and disagreements about the details! This article provides some best practices in a helpful framework that may be very useful as you begin.
by Mayra Villar
Mobile users, as a group, display three different mindsets; game designers need to be aware of these mindsets and to cater to them. Fortunately, there are best practices to help you do this. Here are some considerations that can guide you through the process of creating mobile-enabled games.
by Nic Laycock
Where are we headed with technology-supported learning? One direction may be an immersive mashup of the massive online open course (MOOC) and the massive multi-player, online, role-playing game (MMORPG). This combination could help students collaborate with their peers and with tutors in the same way that on-campus students enjoy. Learn about it here!
by Karl Kapp
Cricket Communications was seeking improved and more innovative ways to reach the sales professionals working in its retail locations by introducing mobile-enabled learning games to their existing platform. Here is the story of their highly successful gamification initiative!
by Eran Gal, Irad Eichler
A software company applied a social online peer-to-peer recognition game as part of its new values- implementation campaign. This case study demonstrates the opportunity that social gaming offers for the learning profession, as well as “lessons learned” and some conclusions for future applications.