Startup Turns Kegel Exercises into Games in Health

Anyone who experiences incontinence knows that it’s no fun. Leaky bladders can be an embarrasing problem. Kegel exercises can help strengthen the internal muscles that help with bladder control, but some women find them boring. Now a game developer have comeup with an answer – a video game that turns kegels into a game in health….

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Gamification in Education with Bron Stuckey

Last time, we featured Innovative Educational Ideas(IEI) director, Bron Stuckey in discussing about the current perceptions of gamification and the growing number of recent gamification initiatives by educators in the education space.

Watch the full interview below to learn about:

  • What are the two underlyings view of using of gamification in education?
  • Are there tensions between gamification and game based learning?
  • How gamification could serve as a tool to reimagine current practices and go beyond superficial changes.
  • Does the uncertain nature of gamification discourage educators from trying to explore and use it?
  • Recommendations for educators who just started out applying gamification
  • What does commercial success of tools such as Minecraft entail for gamification in education?

Watch the video below and be sure to catch our next episode of the Gamification Revolution.



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Conducting Gamification Research with Elisa Mekler

We last featured PhD student Elisa Mekler from the Center of Cognitive Psychology and Methodology at the University of Basel to discuss her 2013 research paper on whether gamification elements such as points, levels and leaderboards undermine user’s intrinsic motivation. The results garnered from the study was profoundly surprising as empirical evidence supporting the hypothesis was lacking prior to the research.

Watch the full interview below to learn about:

  • How was the study constructed and designed to examine each mechanism?
  • What were the surprising results generated from the study? Were there outliers?
  • Has there been controversy or surprise generated in academic circle due to the results?
  • How was the process of getting gamification research approved and funded?
  • What are the next steps and opportunities in deepening further gamification research?
  • What ways could gamification industry practitioners help to boost future research?

Watch the video below and be sure to catch our next episode of the Gamification Revolution.



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The Internet of Things for the Masses: Increasing Engagement in a Digitized World

The Internet of Things (IoT) can be defined as the digitizing of reality, the connectedness of the real world, the online extension of … everything. Simply put, IoT is the concept of smart devices interacting with one another through an online connection. IoT technology is not necessarily new in theory or practice: uniquely-identified devices have…

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