How the Game-based Learning Market is set to grow and grow…
According to research conducted by Ambient Insight, the global Game-based Learning market is on target to hit US$ 7.3 billion by 2021.
According to research conducted by Ambient Insight, the global Game-based Learning market is on target to hit US$ 7.3 billion by 2021.
Gamification is the process of using game mechanics and game thinking in non-gaming contexts to engage users and to solve problems. #gamification #education
#Gamification is using the appeal and immersive mechanics of video games to engage users in non-game activities. Adding progression, rewards, and structure to academic or professional practices to increase engagement in that practice.
There are many different descriptions and definitions of user/player types in #gamification and this infographic describes just one of these views.
The final Open The Doors partner meeting begins today at Porto. The partners are meeting to discuss and revise the intellectual output of the project.
Explaining the differences between Games, Game-based Learning and #Gamification
How #gamification is playing an increasing role in e-commerce, advertising, and loyalty program marketing
Gamification has tremendous potential in the education space. How can we use gamification to deliver meaningful experiences to students? #gamification #education
Gamification is more than just games. It comes from a long history of proven methodologies used by the video game industry for over 40 years. Organizations that engage customers and employees see a 240% improvement in performance related outcomes
71% of employees are not engaged.
Gamification can help close this loop.
Businesses in the top quartile of employee engagement have 18% higher productivity