Gamification is a business strategy which applies game design techniques to non-game experiences to drive user behavior.
According to a a recent Gartner Research Report it is estimated that by 2015, more than 50 percent of organizations that manage innovation processes will gamify those processes. By 2014, Gartner predicts that over 70 percent of Global 2000 organizations will have at least one “gamified” application, and that “gamification is positioned to become a significant trend in the next five years.” M2 Research reports that gamification will be a $2.8B industry by 2016.
Al Gore talks about how “Games are the new normal” and the power of Gamification at the 2011 Games for Change Festival.
(Originally posted at GamesBeat on April 8, 2013)
As difficult as it is for some people to learn math, it is even harder to teach. Math has multiple disciplines and dozens of concepts in each of those areas. If one student out of 30 fails to grasp a single important idea, and the class moves on, it may cripple that student for the rest of the year.
That’s where educational technology company KnowRe comes in with its software of the same name. KnowRe is a teaching tool that adapts to students on a personal level. It learns how well each person is understanding the concepts and adapts the curriculum based on that information — and it does all that in a game world where students win by expanding their math empire.
“We believe that the best education is one that is personalized to the needs of the student and is engaging and fun for the student,” KnowRe director of marketing Gloria Lee told GamesBeat. “One cannot do without the other. With all its gamified features and RPG-like environment, KnowRe first of all helps to engage the student without causing them to check out or feel bored, and then offers our adaptive technology to help identify the student’s areas of need and provide a curriculum that is tailor-made to that specific student.”
Full post HERE.