When classrooms went online in 2020 during the pandemic, gamified learning opportunities grew as a quick and easy way to evaluate the general learning that was happening from student to student.
The global game-based learning market is poised to reach $94.73 billion by 2033, experiencing a CAGR of 20.85% from 2025.
What could we possibly learn about effective teaching from game design? As it turns out, quite a lot. Try these game-based ...
JEOPARDY!®, Wheel of Fortune® and trivia may sound more like activities for a game night with friends than a government training program. And that’s exactly the point. Government agencies are turning ...
In the era of mobile devices and tablets, interactivity has become the norm for schoolchildren. To facilitate effective teaching and learning, modern schools must equip every classroom with ...
With U.S. colleges and universities battling enrollment declines, many student affairs officials are turning to gamification platforms to meet students where they are and keep up with the evolving ...
Students don’t have to be video game fanatics to appreciate a gamified classroom lesson. When teachers turn a lesson or tough-to-teach concept into a motivational gamed or use a fun competition to ...
This study proposes the integration of VR and gamification mechanisms to enable DT students and employees to experience quality learning and training experiences. This technology will be multi-purpose ...
Airlearn is building a presence, positioning its app around guided dialogue and corrective feedback rather than scoreboard mechanics.
Duolingo is hiring game developers and others who can help it with language learning gamification. Bob Meese, chief business officer at Duolingo, said in an interview with GamesBeat that the company ...
For over fifty years, digital games have become an increasingly prominent part of our lives, and their potential in the classroom has grown. This is because games promote a different kind of ...