Role of universities in gamification

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virtual classroom

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 companies currently operating in Canada. The average annual salary of a video game industry worker is $72,500. Nearly 38% of female are gamers. This industry is cross-discipline. It is defined by a wide ranging mix of talent and expertise: programmers, artists, animators, designers, writers, project managers, angle investors, sales and marketing specialists and business development experts.

Gamification is the use of game thinking and game mechanics in non-game contexts to engage users in solving problems. Gamification is used in applications and processes to improve user engagement, return on investment, data quality, timeliness, and learning.

Where do universities fit in this picture?
Universities offer specialized expertise, a robust interdisciplinary curriculum and the ability and timeline to pursue outcome-driven research. Anant Agarwal makes the case that Massive Open Online Courses (MOOCs) still matter – as a way to share high level learning widely and supplement (but perhaps not replace) traditional classrooms. Agarwal shares his vision of blended learning, where teachers create the ideal learning experience for 21st century students.

Vijaya Sawant

Vijaya Sawant is an exceptional project management professional with a unique blend of business, project management and technology skills. She has more than 25 years of latest technology implementation experience in both matrix and projectile environment. She has a first-rate track record of successfully spearheading and delivering a broad range of high impact, high profile projects, including leadership of multi-national, multi-vendor teams. She has demonstrated ability to bring about positive change through crafting relationships with multi stakeholder groups and service delivery groups, understanding business needs and proposing and delivering viable technology solutions.

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