Top 5 eLearning and Development Trends for in 2017 Infographic

2016 has ended and for you as a training manager this means end-of-the-year reports and planning for the New Year. You will be looking at the training initiatives and their success in the past year and planning for this year.

To develop an effective training development strategy, you need to be aware of the trends in learning and development for this year. In case you use eLearning for your training, you definitely need to know the trends to watch out for. This infographic presents 5 eLearning and development trends that will dominate 2017.  
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Designing a Game Based Curriculum in Minecraft Infographic

One of the most challenging aspects for any new Minecraft teacher will of course be learning to design their lessons in a way that captivates their students, develops skills, and harnesses the full power of a game that their students are likely already experts in. The Designing a Game Based Curriculum in Minecraft Infographic will help you maximize the success of your Educational Minecraft lessons.  (Continue Reading)

How Our Minds Work Infographic

Our mind works in different ways and in various different theories. Everything that happens around is governed by minds. It happens because of perception, judgment and thoughts in a particular context. Even simple decisions are made by different and simultaneous mechanisms of the mind.

The Human mind is basically said to have three “sub” minds – the conscious mind, the sub-conscious mind (also called the ego) and the unconscious mind. These three minds work together to create what one perceives as reality. The conscious mind works in a particular way that make people associate with you, because that’s the mind that works in full consciousness. It is not that this part of our mind is dis-connected with our inner self; the fully conscious part of our mind does communicate externally as well as internally. The subs-conscious mind although has in store recent events and constantly communicates with the un-conscious mind. Finally, the un-conscious mind has in store all the memories from the past. This mind also has in store memories that the conscious or the sub-conscious mind does not remember. Such things may have been impactful at the time it happened.

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Gamification: Educate, Engage, Entertain Infographic

Gamification is using the appeal and immersive mechanics of video games to engage users in non-game activities. Adding progression, rewards, and structure to academic or professional practices to increase engagement in that practice. In the Gamification: Educate, Engage, Entertain Infographic we go through the statistics and information and the future outlook of Gamification. 

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Misys and Moroku collaborate on gamification for money management

Misys, the London-based financial services software company, is collaborating with Moroku to bring gamification to educate the next generation on money management.

The company says it is making gamification an integral part of its Misys FusionBanking Essence Digital platform to help banks educate the next generation on better money management. (Continue Reading)

The future of learning is here and it's Gamification

It wasn't until after 2010 that gamification was more widely adopted by global companies like Nike and Starbucks

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In today's digital era, educators, parents, and students alike are searching for innovative solutions to enhance student engagement and motivation inside and outside of the classroom. While not a new phenomenon, gamification is taking educational systems by storm, building upon core psychological concepts, primarily motivation, behaviour, and personality.

As games become a bigger part of culture, their role in education provides the potential to transform students' experience in school. By design, games increase motivation by engagement, and this is especially relevant in educational settings. While teaching methods have evolved over the years, a noticeable constant continues to ring true: People have a natural desire for achievement, competition, status, philanthropy and collaboration.

Leveraging these natural urges and instincts, it makes sense to want to bring gaming into the classroom to 'gamify' learning.

What is gamification? (Continue Reading)

How Gamification Can Help Your Child To Learn

By Marcus Goh and Adrian Kuek

Grade Expectations is a weekly feature on education in Singapore. Expect fun activities, useful tips and insightful news on learning. It’s not just about your child’s grades — it’s about raising a great child!

We’ve talked about how to help your kids love learning, but what about changing the learning process altogether to make it more like the fun activities that your child loves doing, like playing games? That’s what the gamification of learning seeks to achieve.    (Continue Reading)

Top 10 Evidence Based Teaching Strategies Infographic

Top 10 Evidence Based Teaching Strategies Infographic

Most teachers care about their students’ results, and if you are reading this, you are undoubtedly one of them. Research shows that evidence based teaching strategies are likely to have the largest impact on student results. The Top 10 Evidence Based Teaching Strategies will help you discover the science of what works.

1. Clear Lesson Goals

It is crucial that you are clear about what you want your students to learn during each lesson. Clear lesson goals help you (and your students) to focus every other aspect of your lesson on what matters most.

2. Show & Tell
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Interesting Facts about the USA Tech Industry Infographic

The first major technological success in the US was when Benjamin Franklin captured lighting in a jar. The US has led other economies in technological advancement since that breakthrough. Redwerk, a software company, compiled all the interesting facts about the technology industry in the US in a graphic representation. The facts about the USA Tech Industry in the infographic range from the average age of game users to the number of hours that people spend on the internet. Redwerk includes its contribution to the US tech industry through innovative and new technical solutions. The tech company also outlines its solutions to different clientele in the presentation. (Continue Reading)

8 Principles of Brain Learning in Online Training Infographic

We’ve talked about implementation of scientific insights in online training multiple times before. Live training days are usually based on the same principles, but online everybody can take advantage of them. Think about unlimited repetition and preventing stress or shame for instance. Learn the 8 principles of brain learning in online training in this infographic!

1. The power of repetition
Lasting brain connections are made within six weeks when neurons fire together during repetitive practice. So an online training trajectory should contain about six weeks of frequent practice! 

2. Use multiple senses
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Game-Based Learning: What it is, Why it Works, and Where it's Going

Education is not the filling of a pail, but the lighting of a fire. –William Butler Yeats

 

Deconstruct the fun in any good game, and it becomes clear that what makes it enjoyable is the built-in learning process.

 

To progress in a game is to learn; when we are actively engaged with a game, our minds are experiencing the pleasure of grappling with (and coming to understand) a new system. This is true whether the game is considered “entertainment” (e.g., World of Warcraft) or “serious” (e.g., an FAA-approved flight simulator).

 

The implications of delivering game experiences for education and training are enormous. In the US, nearly 170 million people played computer and videogames in 2008 , spending a record $11.7 billion . Harness the power of well-designed games to achieve specific learning goals, and the result is a workforce of highly motivated learners who avidly engage with and practice applying problem-solving skills.

 

Because of good game design, more than 11 million subscribers spend an average of 23 hours per week immersed in World of Warcraft. A growing core of game-based learning experts use the same design principles to make it compelling for surgical students to practice and hone proper laparoscopic techniques on a virtual patient , or inspire first responders to frequently rehearse and sharpen their training in a simulated hazardous materials emergency . The emerging truth: the same factors that make well-designed games highly motivating also make them ideal learning environments.


What is Effective Game-based Learning, and Why Does it Work?

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Developing and Using the Narrative-Story Simulation as a Teaching Tool

This article describes the use of narrative-story simulations for the topic of agricultural safety. The principles used can easily be adapted to other common topics taught by Extension. Cole, Vaught, Wiehagen, Haley, and Brnich (1998) indicated that a growing body of research from a number of fields suggests that decision-making skills needed to cope with emergency situations can be taught by well-designed simulation exercises based upon real-world cases. (continue reading)

Changing the game to improve financial literacy

New first of its kind online program aims to encourage plan members to save more for retirement

TORONTO, Feb. 7, 2014 /CNW/ - Sun Life Financial is the first financial services company in Canada to launch an online program that incorporates a gamification strategy to engage Canadians in learning more about their workplace retirement and savings plans and increase their financial literacy. money UP challenges Canadians to "Learn more" and "Earn more" by completing levels and missions that encompass important retirement and investment planning steps. (continue reading)

The Importance of Financial Literacy

How being well-read can keep you in the black

“No skill is more crucial to the future of a child, or to a democratic and prosperous society, than literacy.” This is a quote from a wonderful piece that ran in the L.A. Times in the late nineties on getting people to read. While the article was referring to general book literacy, I’d argue that this quote is just as valid when speaking of one’s financial literacy. Indeed, a basic understanding of money, the economy and their role in shaping our world is increasingly critical as the general cost of living continues to balloon. (continue reading)

Making The Gamification Of Financial Literacy Work

This is a guest post by Neale Godfrey

Making The Gamification Of Financial Literacy Work

Technology allows for instantaneous feedback and allows for immediate adjustment. The days of kids sitting in a classroom forced to learn the same way, writing down their homework, and waiting for the assignment to be graded and returned, may be fading in the way that they have previously existed. (continue reading)

Gaming, Gamification, and Financial Literacy

The word “gamification” has been so played out, misused, and abused that the phrase alone leaves a lot of folks in the know rolling their eyes.  When I spoke with Doris Rusch, a “gaming expert” (pretty rad credentials, right?!) and current faculty member at the De Paul School of Computing and Digital Media about our mobile application’s design, I mentioned that we were using “gaming dynamics” but that the app itself was not a game.  She in turn referred me to the work of Jesse Schell, game design guru, who has written: “Don’t gamify — pleasurize or improve the motivational design.”  And how do you improve the motivational design?  He suggests you focus on making your user care, by: (continue reading)

Gamification in Banking: From Transactions to Experiences

As Brett King said, banking is no longer somewhere you go but something you do. Over the past decade or so, the banking industry made a tremendous shift from financial services as services to financial services as experiences.

The modern customer is an experiential omnivore and constantly seeks for a better experience. But let’s admit it, banking was never the sexiest experience until agile financial technology companies came into the picture to offer a whole new way to turn bill payments (and other services) into a smooth and seamless, almost one-click process. After some time, we got used to it as well and are looking for the next level, which gamification can very well become. (continue reading)

Sun Life Improves Financial Literacy With Gamification

With Money UP, Sun Life better engages its younger members in financial education and planning for retirement.

Sun Life Financial of Canada has announced the launch of Money UP, an online gamification platform that aims to educate consumers on retirement and investment planning. Sun Life claims to be the first Canadian financial services company to venture into gamification. (continue reading)