Applying Games in Education to Teach STEM

It’s the scene of a crime, set in some indeterminate time in the future. Forensic experts, computer experts, and scientists fill the scene. You are one of them. Your job is to gather clues and recover data from a top-secret research project that somehow goes wrong. It sounds like the plot of a movie. But in fact, it’s a game called Max5 and it’s another example of games being used in education, this time, for teaching science, technology, engineering, and mathemetics – the so-called “STEM” fields.

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Gamifying Industrial Production with Dr. Joerg Niesenhaus

Last time, we featured senior user experience designer, Dr Joerg Niesenhaus from Centigrade GmbH to discuss his team’s recent project in gamifying industrial production process for a large production facility. As a user experience service provider, Joerg’s team was invited by clients from the mechanical and plant engineering to improve their customized production environment.

Watch the full interview below to learn about:

  • The motivational challenges and consequences of failure faced by industrial assembly line production process.
  • How the team negotiated and managed expectation with management and collective bargaining units of the worker council.
  • The thought process in developing a scoring system to challenge and motivate the various production teams.
  • How the team find its early testers and subsequent advocates to champion for new process changes.
  • Was there difficulty in convincing the company’s leadership to give this approach a try and the post implementation reaction.
  • How did the team addressed different user-profiles and the research-process to determine clustering.

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

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Gamification by Design 2: Get Early Access and Contribute

Four years ago, we launched Gamification by Design as the first practically-oriented “how-to” book for building gamified apps, sites and systems. In those four years, GbD has helped tens of thousands of people around the world create engagement with customers, employees and society. If you follow such things, the book has been sold out for the better part of two years and copies have sold on Amazon for hundreds of dollars. While that sounds nice, a robust resale market doesn’t benefit the author, those interested in getting started in gamification or long-term practitioners who need a current resource. To whit, we’ve learned so much more about engagement science and how to create behavior change in the years since – there’s just a lot more to say. So, I’m pleased to announce a completely revised and updated Gamification by Design 2.

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Improving Learning One Level At A Time With Socrademy

Video games are making a huge boom in today’s market. In fact, video game sales have been more than doubling box office profit intake. With all this excitement, it’s understandable that educators have begun to see the potential of video games in the classroom and as learning tools. Justin Ballou, a Boston-area high school teacher, founded a software-startup which focuses on education called Socrademy.

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