Games & Learning
Games and gamification are powerful ways to enhance engagement, adding elements of story, challenge, motivation, and other gaming principles to improve learning outcomes.
-
Metafocus: You Say You Want a(n Educational) Revolution
Everybody says it: Virtual reality will revolutionize education. In this column, you’ll find an example lesson plan to demonstrate to teachers and instructional designers just how close VR really is to its moonshot promises of revolutionizing education.
-
When Gamification Goes Wrong: Avoid These Hazards When Gamifying eLearning Content
When implementing gamified content, it’s easy to lose sight of learning goals. Avoiding the pitfalls described here can ensure that gamification succeeds!
-
In Real Life: What I’ve Learned After 15 Years of Playing Games at Work
Practical takeaways from using game elements to support workplace learning.
-
New eBook: 22 Best Gamification Practices
Designers and firms have embraced gamification and are committed to getting it right and driving a positive change. The eLearning Guild’s new free eBook, Getting Gamification Right: 22 Best Practices, offers guidance for designing and implementing effective gamification initiatives from some of the industry’s leading names.
-
Getting Gamification Right: 22 Best Practices
This eBook, Getting Gamification Right: 22 Best Practices, offers guidance for designing and implementing effective gamification initiatives from some of the industry’s leading names.
-
Games Pose Unique Accessibility Challenges
Designing accessible, inclusive games poses challenges that developers don’t encounter in more conventional eLearning content. Some changes, when incorporated early in the development process, greatly enhance inclusivity at relatively low cost.
-
Metafocus: Diversity in VR, Games, and Education
“I stood in the center of the room at a VR meetup in Austin, Texas, spinning around, gaping at a sea of young white male faces surrounding me. … I counted only a handful of women in the entire crowd, an even smaller handful of people of color.”
-
Authenticity Is More Than Skin Deep
To truly engage learners, eLearning games and simulations should reflect the real world; eLearning developers have the opportunity—and perhaps the obligation—to do better than the commercial gaming industry in seeking true diversity.
-
Indusgeeks Announces Major Enhancements to Award-Winning INIT Platform
Indusgeeks is planning to showcase some of the latest improvements to its award-winning platform, INIT (or Interactive Narrative Immersive Training), at Learning Solutions 2017 Conference & Expo next week in Orlando. To witness a live demonstration of VR’s potential for training and learn how game-based and simulation-based training through INIT can enhance learning, visit Indusgeeks in Booth 209.
-
#GAConf Celebrates Progress Toward Accessible Gaming
Disability is created when game designers put barriers to access in their games, according to #GAConf organizer Ian Hamilton. Avoiding or removing those barriers is the goal of a group of developers committed to inclusive gaming who gathered in San Francisco for the one-day conference on February 27.











