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The Benefits of Game-Based Learning And Gamification In Educational Spaces

The Benefits of Game-Based Learning And Gamification In Educational Spaces

As digital media becomes more accessible, the way learners interact with educational content continues to change dramatically. In an age where online learning is mainstream, many remain skeptical of the shift towards digital education and question whether it actually results in productive learning spaces—especially when game-based learning and gamification are involved. As a custom eLearning

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The Importance of Sound in a Learning Experience

Audio is Critical in a Learning Experience

The Principles of Animation teach us the importance of emphasizing aspects of the real world in creating believable animation. In many respects, sound can be used in the same thoughtful ways. But the thing is, sound in digital learning experiences is often forgotten or discarded as unimportant and eliminated due to time or budget constraints. Yet sound is a critical component

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What is Gamification

What is Gamification?

Gamification has been an exciting tool in education, corporate training, marketing, and team-building for the past several years now. It is still fairly new, though, and for most people what it is and how it works is still a big mystery. Here’s some information that may help you wrap your head around how it can be useful

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Serious Games – Minecraft

Serious Games – Minecraft

The research of Dr. Hiller Spires and Dr. James Lester at NC State University investigates how games can influence problem solving for middle grade students in STEM education. I first looked at their work back some five years ago or so. Lester runs a research lab on games in education through the College of Engineering in computer

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Games are about rewards. Why not learning?

Games are about rewards. Why not learning?

So, before you go and say that games in learning or gamification in learning isn’t for adults, let me just remind you that every age enjoys playing games. My Great Aunt Flo taught me how to play Spite and Malice, a card game she regularly played with her friends until she was well into her 80’s.

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In 2016: Cloud Computing, Augmented Reality, Games

In 2016: Cloud Computing, Augmented Reality, Games

In an article by Jennifer Klostermann on CloudTweaks, the future of EduTech this year is in cloud computing, mobile learning, augmented reality and gesture-based learning, and game-based learning. These are a safe bet to be a spot-on projection for this year and certainly the next several years to come. The exciting area is where each of these

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Everybody’s Talking About Gamification

Everybody’s Talking About Gamification

A recent article put out by the Wharton School of Business with the University of Pennsylvania shares several ways companies are using gamification as a motivator for employees, particularly in sales fields. Of course, as with any successful design solution, a sound understanding of what the solution should accomplish and an analysis of the target audience are critical in designing

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