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This column represents the information about gamification.

Interactive Graphics: ELearning Examples

I have curated some eLearning examples which I liked the most. I have included the direct link to the website for full size view of interactive graphics. Terminal High Altitude Area Defense (THAAD) “Interactive Graphic: Terminal High Altitude Area Defense

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Game instructional design

Gamification instructional design
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Role of universities in gamification

virtual classroom

Canada is the third ranked game producer in the world, after US and Japan. The Canadian game industry is worth $2.3 billion to Canada’s GDP. 16,500 people are currently employed by Canada’s video game industry. There are 329 video game

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Psychology behind habit formation

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Nir Eyal has developed a framework for designing habit-forming products called “the hook model,” which gives product designers a new way for thinking of the necessary components of creating user behaviour. In this fast-paced session, Nir will take you through

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Virtual world simulation enhances learning


Simulation is the imitation of the operation of a real-world process or system over time. The act of simulating something first requires developing a model. This model represents the key characteristics or behaviours/functions of the selected physical or abstract system

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Game mechanics and social behaviour mapping

Gamification and Instructional Design

Gamification is the use of psychology and game mechanics to drive a specific set of desired behaviours within a target audience. The purpose of gamification usage within non-game environment are:   Attract and Engage users: Users actively participate the process

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Video games improve cognitive memory

Brain Waves

Recent study on cognitive ability of adult person shows that the brain is constantly changing in response to various experiences. New behaviors, new learnings, environmental changes, and physical injuries may stimulate the brain to create new neural pathways or reorganize

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Attractive game design engages community

New methods of education using technology and design framework The practice of playing video games stimulates affective, cognitive and communication processes. It facilitates the emergence of knowledge. For games of action, strategy or simulation, invariable must be considered to structure

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New trend : Gamification Agility

War hero

Adoption of Gamification in the business strategy will boost Agile software development method over the Waterfall     Gamification is the concept of applying game design thinking into non-game environment such as innovation, marketing, training, employee performance, health and social change

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