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.
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.
Here are 4 of the most innovative eLearning mobile apps for your employees. Free content sharing app that allows you to push useful information to select people around you.
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.
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.
In the field of gamification there are many solutions available. The majority of these solutions are based on building a platform, a game system which has a fixed narrative, theme, mechanics system and linkage to learning. Many of them are highly compelling and well designed, and that aspect of enterprise gamification is well serviced. There is, however, an emerging market in the customization of design for clients. This is what we call “do-it-yourself game design”.
This is the first post in our series on augmented and virtual reality and gamification. Typically these terms refer to production of “assets” in a “setting” or “scene” which are used to depict either objects or actors in a virtual space. In VR, the entire scene is immersive and is generated. The AR version of this is the location of virtual objects in the real world.
In this last post about emerging L&D models we are going to look at strategic design in gamification. There are a few factors interacting in the best gamified mobile designs:
a. Semiotic relevance
b. Strategic game or learning design
c. Plasticity of the design system
d. Emergent learning
In order for all of these to be present, we need to be familiar with the various technologies we have discussed over the past two months.
In our penultimate installment of our series on emerging digital learning technologies, we are going to look at mastery-based progression. Mastery is a continuous process of refining skill and reflective practice, and we all acknowledge it in some form. For some it is watching a Shaolin monk leap into the air; for others it is seeing the work of a great painter; maybe for you it is seeing that mechanic who always puts you back on the road.