
Gamification About the Course Gamification is the application of digital game design techniques to non-game contexts, such as business, education, and social impact challenges. Video games are the dominant entertainment form of modern times because they powerfully motivate behavior. Game mechanics can be applied outside the immersive environments of games themselves, to create engaging experiences as well as assign rewards and recognition. Over the past few years, gamification adoption has skyrocketed. Game thinking means more than dropping in badges and leaderboards to make an activity fun or addicting. Subtitles forall video lectures available in: English, Russian (provided by Digital October), Turkish (Koc University), and Ukrainian (provided by Bionic University) Course Syllabus The course is divided into 12 units. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. Recommended Background This course is designed as an introduction to gamification as a business practice. Suggested Readings Course Format Yes.
Serious Play Conference GALA - Network of Excellence for Serious Games Gamification.org Portal Home of everything Gamification Education -- research, community, case studies and more -- as part of the Gamification.org family of wikis. Want to help us create this website? Contact us! Introduction Education affects everyone. Instructor-ledComputer-based Instructor-Led Instructor-led teaching does not always have to be in a formal classroom setting. The benefits of an instructor-led teaching is that it is very interactive. The downside of instructor led teaching is that the effectiveness of this medium depends totally on the instructor. Payments to be made to a person to come to a meeting place and speak on a topicEmployees need to take time off to attend the courseTransport and accommodation may need to be arranged for employees Computer-based Just like instructor-led teaching, computer-based education also does not always have to be in a formal style. The benefits of computer based training are that it is cheap and people can do it at their own time. How can gamification help? Ananth Pai
SGS: Conference BULSIM.org | modeling, simulation, computer assisted exercises Game Learning PhD theses Serious Games Open Version ============ First Serious Games Doctoral Consortium ======= Wednesday, October 23, 2013, Paris, France =================================================== If you are a PhD student or candidate in the area of Serious Games we would like to invite you to participate in the First Serious Games Doctoral Consortium to be held in the GALA Conference ( Paris. It will be a full day event in which you will have the opportunity to present your work, ideas and methodology to field experts that will provide you with personalized feedback. ====================Submissions====================== Each participant should submit a work in progress paper OR a research proposal OR a first year research plan from their PhD. To submit, simply send your work to both: ana.paiva@inesc-id.pt goncalo.pereira@gaips.inesc-id.p
serious game research network | Projet seriousgamereaserchnetwork Video Games and Social Emotional Learning A lot of talk, press, and focus in this era of learning is on common core standards and 21st century skills and literacies. What is often neglected is the importance of building social emotional skills within the classroom. The challenge of raising knowledgeable, responsible, and caring children is recognized by nearly everyone. Few realize, however, that each element of this challenge can be enhanced by thoughtful, sustained, and systematic attention to children’s social and emotional learning (SEL). Indeed, experience and research show that promoting social and emotional development in children is “the missing piece” in efforts to reach the array of goals associated wit h improving schooling in the United States. not enough to simply fill students’ brains with facts. A successful education demands that their character be developed as well. Two principles guide this article: Dr.
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