Holistic Gamification: Part Three

By gameandtrain on from www.gameandtrain.com

Holistic Gamification: Part Three
As we continue to explore the concept of holistic gamification, we eventually have to confront some sobering realities about technology. Technology enables but it also imprisons, and further, it gives rise to inorganic life.

In this post we are going to look at the rise of inorganic life and its frightening future as man and machine merge. Gamification is one way we might harness this shift for the good, for without conscious effort inorganic life could become something dreadful.
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Gamification for eLearning, an explanation | LearnUpon LMS

By EoghanQuigley on from www.learnupon.com

Gamification for eLearning, an explanation | LearnUpon LMS
What is Gamification? How does Gamification motivate your Learners? We take a look at The rules of gamification for the eLearning industry
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Holistic Gamification: Part Two

By gameandtrain on from www.gameandtrain.com

Holistic Gamification: Part Two
In this post we will explore the ways in which gamification increases social connectedness and enhances well-being through this activity. Aging 2.0 is a global innovation platform for aging and senior care, but its roots run much deeper than this sphere.
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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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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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