Holistic Gamification: Part One

By gameandtrain on from www.gameandtrain.com

Holistic Gamification: Part One
In this post we discuss “holistic” gamification, that is, the use of game mechanics to essentially make us self aware, foster emotional intelligence, promote positivity in working with others and help us see the connection of their work to the whole. This is high engagement. It is referred to as eudaimonia. Flourishing, in the workplace. It’s not impossible, it is within reach. Or at least to create conditions where that is possible.
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8 Best Practices For Designing Gamified eLearning Experiences

By marizza on from https://www.docebo.com

8 Best Practices For Designing Gamified eLearning Experiences
Wondering how to create gamified elearning experiences to make elearning fun and entertaining? Learn 8 best practices for gamified elearning experiences.
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Gamification and Neuroscience: Part Three

By gameandtrain on from www.gameandtrain.com

Gamification and Neuroscience: Part Three
In this review we have attempted to organize the voluminous data on how gamification affects neurochemistry and its outcomes in behavioural studies. It is clear that simple, engagement-based game systems do little, if anything to influence the outcome of training. Games which utilize variables we have discussed in this review are anticipated to show a higher rate of return on training and to further create a more cohesive and caring work environment.
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5 games every e-learning professional should play

By ryantraceyg on from https://ryan2point0.wordpress.com

5 games every e-learning professional should play
What I suggest is that we open our eyes to the immense power of games. As a profession, we need to investigate what is attracting and engaging so many of our colleagues, and consider how we can harness these forces for learning and development purposes.
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Gamification and Neuroscience: Part Two

By gameandtrain on from www.gameandtrain.com

Gamification and Neuroscience: Part Two
In this edition we are going to introduce you to the research on video games and neuroscience to lay the ground for more substantive analysis of gamification. Given that game-based learning is a blend of game design and instructional design, it is only rational that we familiarize ourselves with both of these fields. We had some good conversations emerge from our last blog entry on DNP suppression, VS stimulation and dopaminergic drip models so we want to get you thinking about this more.
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Gamification and the Neuropsychology of Learning: Part One

By gameandtrain on from www.gameandtrain.com

Gamification and the Neuropsychology of Learning: Part One
The key areas that gamification affects in the brain are the default mode processing nodes, the ventral striatum and the dopaminergic pathways. The default node processing (DNP) studies are completed using fMRI, an imaging technique that shows the brain activity that occurs when we are not focused. Gamification progressively deactivates default processing by focusing attention. The more we game, and hence, the more uncertainty we have during learning, the more this deactivation takes place.
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7 eLearning Gamification Elements to Get the Most Out of Serious Games

By gmaria on from https://www.docebo.com

7 eLearning Gamification Elements to Get the Most Out of Serious Games
There are many gamification elements to consider when building your eLearning programs. Try these 7 gamification ideas to get more from your serious games.
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On Gamification and Terminology

By gameandtrain on from www.gameandtrain.com

On Gamification and Terminology
Why do we use "gamification" as an umbrella term? And what are we really talking about? Dr. David Chandross clarifies the infamous buzzword and others.
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