By Henry Kronk May 30, 2018
In recent years, educators who spend any time on the internet have no doubt come across one particular buzzword: gamification. For anyone struggling to boost engagement in snoozy subjects, it seems like the perfect solution. The term is often confused with another popular pedagogy: game-based learning. So—what’s the difference? And more importantly, which works better?
By Henry Kronk March 31, 2018
“Our gaming background means that we bring a very specific set of expertise to the table. It doesn’t mean that we’re making OSHA training as fun as playing soccer. It means that we know how to build really beautiful, expansive, immersive worlds in which the VR training takes place.”
By Henry Kronk January 11, 2018
Gamified teaching aids like Dyslexia Dragon offer a huge potential for learners dealing with the condition. To begin, it removes the social stigma that many learners feel when they struggle more with a given subject than their peers. Many dyslexic learners develop social problems as well, such as low self-esteem, anxiety, and even aggression in response to their struggles with reading comprehension. By allowing learners a private setting to face their problems head on allows them to avoid more public displays of their difficulties.
By Henry Kronk November 04, 2017
The Training Arcade hosts a library of games. These games tend to be simple, combine player finesse with problem solving and memory recall. Instructors can select a variety of these and customize them (with the help of the program’s online editor) for a specific subject, class, or course.
By Sherman Morrison October 04, 2017
Gamifying Millennial eLearning is more than the mere fad many have made it out to be. Far from it, gamification may very well be the critical key that unlocks the door to Millennial engagement and retention in the workplace.