EDITOR’S NOTE: Every year, hundreds of undergraduates at the University of Delaware dig into research under the guidance of a faculty mentor. Such experiences provided by UD — a nationally recognized ...
Forbes contributors publish independent expert analyses and insights. Dr. Legatt explores the intersection of education, AI, and leadership. As a former admissions officer and college consultant, I’ve ...
Designed as an interactive experience rather than a traditional virtual conference, GamiCon48V integrates hands-on design labs, live gameplay, and collaborative problem-solving. The 2026 program ...
Games are shaking up the classroom – not as a student distraction but as a new learning mode. Gamification – the implementation of gamelike elements – is becoming increasingly common, especially in ...
Incorporating game elements into lessons helps students feel more motivated and excited to participate. As a fourth-grade teacher, I’ve seen how gamification can transform a regular lesson into ...
At its core, public health is about driving healthy behavior changes by building awareness, meeting people where they are, ...
Applying the principles and practices of inclusive design in game-based learning can expand access to rich learning experiences to a neurodiverse group of learners, according to a new whitepaper from ...
Traditional training methods, such as long lectures, boring modules, and passive information delivery, often fail. Such approaches can quickly be overly dreary for the employees, leaving them mentally ...
DUBLIN--(BUSINESS WIRE)--The "E-Learning Market - Global Outlook & Forecast 2024-2029" report has been added to ResearchAndMarkets.com's offering. The E-Learning Market was valued at USD 250 Billion ...
By 2028, 40% of large warehouse operations and distribution centres will have deployed employee engagement and gamification tools to motivate their workforces, according to Gartner. Gamification in ...
Luis Manuel Ortiz is a first-year Ph.D. student in the School of Education at Drexel University with a focus on educational technology, STEM, Career and Technical Education (CTE), and game-based ...