Gamification Transforms Education

Education

"Learning is becoming fun thanks to new techniques," says Reece Webb. He discusses how pro AV technology is helping to make education more like a game.

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Everyone has their own way of learning, whether it's through pictures, listening, reading and writing, or movement. Because everyone is different, some teaching methods may not work as well. We don't want to hear "Hey, teacher! Leave those kids alone!" like Pink Floyd says. So, how can we make sure learning is effective, interesting, and enjoyable for both the teacher and student?

Making learning fun might be the answer. This idea has been around for a while. A study found that Kahoot, a game-based learning tool, helped 88% of students by making learning fun. This increased their motivation. Over 50% of students said Kahoot reinforced what they learned in class.

The study showed that 88% of students liked to learn with theory, Kahoots, and practical exercises.

Gamification adapts game mechanics to improve education. Researchers define it as a method for teaching and learning.

At trade shows, pro-AV manufacturers are bragging about their tech. The new tech can provide more interaction and immersion. This allows the education market to use pro-AV products as gaming tools.

Tom Houston, CEO of Immersonal, says gamification has been around for a long time. When you present people with challenges and scores to reach, they tend to respond positively because it's human nature.

The technology is used for practicing and assessing, not just training. We used to only do VR training, but now we use gaming for traditional learning too. Once you understand this, gamification is easy to see. If you want people to remember what they've learned, you need to keep score and make it like a game.

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Paul Wilson, who is the business manager at Epson, said that everything is now digital, fast and bright. [Gamification] has only been around for about 10 years and makes lessons enjoyable. Everyone learns differently, some love to read and listen, while others prefer learning by doing, called [Kinaesthetic Learning]. Although gamification should not replace traditional methods, it can be effective for certain individuals and topics. It's important to have technology to bring it onto screens.

Education is changing a lot. Gamification seems to be a new and exciting opportunity. Also, new students are changing how we learn. They grew up with smartphones and online games. This means that they consume information differently, and are very used to interactive content. They also engage with the world in a different way.

Is gamification here to stay? Some studies suggest it can strengthen learning, but it's unclear if it will catch on, how much it will cost, and what benefits users will get.

Frank Trossen says that gamification is a permanent fixture. It's still early days, but it's evident that it's not going anywhere. Publishers and others in the market are looking for the proper methods and content to provide actual benefit beyond entertainment. Gamification is not just about fun, but also a lesson tool to energize students differently. However, the challenge is to assemble all the components of the puzzle to achieve legitimate value.

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Gamification is set to grow in popularity but it needs to be useful. Fun is good, but it must improve lessons. We must be careful with how we implement gamification in lessons. We are collaborating with creatives to find solutions. Integration is key, and we must make learning providers accessible.

According to Steve Grubbs, CEO of VictoryXR, education is constantly changing. It started with writing in dirt and has evolved to blackboards and computers. Now, immersive learning is the future. In ten years, every student will be using it. To connect with the Fortnite generation, schools need to use synchronous, multiplayer online worlds.

There are many technologies involved in gamifying education. These tech categories are causing change in education through gaming. Let's take a closer look.

In education, interactive flat panels are commonplace. They replaced chalkboards and noninteractive projection systems. People in education are already familiar with them. They use them for simpler gamification through app-based educational games. Interactive web-based platforms make gamification more mature and offer a flexible and scalable way to do it in the classroom.

Frank Trossen, from Philips displays provider PPDS, says that interactive large format displays with virtual reality (VR) content are possible with existing technology. Schools can add extra programs and software onto the Android-based displays, making them futureproof for new trends like cloud-based content. Interactive displays are critical, but it also depends on having the right VR software and additional equipment like cameras. Many software developers are working on this, and many providers are joining forces to create a gamification ecosystem.

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Playtime is not just for kids! Adults can benefit from it too. That is why project and play is a popular concept. It combines fun and productivity. By incorporating playtime into your daily routine, you can boost creativity, solve problems, and reduce stress. Let your inner child out and start working on that project with a playful mindset. Remember, work doesn't have to be boring!

There are many types of technology that have benefits. They fit the needs of the lesson or learner. The tech is very different, and can offer different ways of interacting. Projection is one of these important technologies. It lets learners interact with content safely. It also avoids damage to people or things.

According to Paul Wilson, a business manager at Epson, high brightness installation projectors are used in large spaces like halls and gyms. They can be paired with third-party sensors and software to create engaging educational gaming on big screens and surfaces. This allows multiple people to get involved, turning the experience into a competition that keeps everyone's attention. Projection is ideal for this because it can withstand more heated activities, unlike other technologies. You need something that can take a bit of battering!

VR headsets were initially created for gaming, but have now found a lucrative place in training and education. Immersonal CEO Tom Houston believes that VR offers unique learning benefits that people often overlook. When wearing a VR headset, the brain becomes eager to absorb information and it becomes a more effective way to learn. In fields like math, which involve abstract concepts, VR can help learners by giving them a chance to interact with blocks and remember the process. This is a feature that only VR can provide.

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Sometimes VR isn't the best option. People use VR just because it's popular, even when it isn't the best choice. We need to consider which option is easier and better for the user. Just because something is in VR doesn't mean it's automatically better. VR should be one tool used in a mix of learning methods.

The metaverse combines interactive and gaming experiences. Gamification entrepreneurs have new opportunities to educate and entertain. Explorative learning is a method in which users solve educational problems in an immersive, fantasy space. CEO of VictoryXR, Steve Grubbs, creates digital twins of real-world learning spaces with gaming engines like Unity. A cadaver lab is an example of this. It allows students to stand around a replication of the human body and learn about the ventricles and cavities. Is this gamification or a metaverse for learning?

Our platform lets students learn history in a cool metaverse. Meet historical figures with conversational AI avatars. Explore replicas of real-world objects in the virtual environment. Play anytime and anywhere with other students. Our frog dissection experience built in 2017 is still popular today. Curriculum specialists provide the content, but gamers make it fun. They add cool features like a radio and the ability to throw and recall the floppy frog with one button. VictoryXR ensures that no frogs are harmed in the making of our lessons.

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