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Game Based Learning: Is It Appropriate For My Association?

Association eLearning

According to BigFish games, 58% of Americans play video games , with 68% of that population older than 18. In fact, the average age of a video gamer is 35 – a key demographic we’d all like to include in our association’s ranks, right? Why are games so popular, and how can we leverage gamification for association learning?

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The Launch of Our Innovative Video Player: A Game-Changer in the Digital Content Industry

DigitalChalk eLearning

In the ever-evolving landscape of digital content, we are thrilled to announce the release of our brand new video player. This cutting-edge feature is designed to enhance user experience, streamline content management, and significantly elevate the learning process.

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AI Tools, Games, Freelancing: ID Links 2/14/23

Experiencing eLearning

This post includes links on AI tools, games, freelancing, top learning influencers, copyright, and more. Games and branching scenarios Play GO VIRAL! Stop Covid-19 misinformation spreading Great example of a quick game to educate people. PDF) Video game meets literature: language learning with Interactive Fiction. |

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L&D and D&D: Learning and Role Playing Games

Experiencing eLearning

I was invited to be part of a discussion about D&D (Dungeons and Dragons), role playing games, and learning. We discussed our experiences with paper RPGs, both as players and DMs (Dungeon Masters, the folks who run games). We talked about how games overlap with instructional design. Watch the video.

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Video games as Good Teachers

Kapp Notes

It is obvious that games are immensely popular, what is less obvious is that they are also powerful teachers who have been “schooling” a generation for the past 30 years. Games are filled with goals. Contrast that gaming environment with a typical classroom environment that dominates the current educational landscape.

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Player Types/Levels in Educational Video Games

Kapp Notes

To start with, when creating an educational game, the various skill levels of current and future players must be considered. The approach taken to motive and attract a new or novice player needs to be different from the approach used to hold onto players who consider themselves masters of the game.

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Customized Learning Experiences: Personalizing Education with Educational Video Games in K12

Hurix Digital

Educational video games often excel in offering these student-centered learning opportunities. Personal Learning Paths Still Offer Opportunities for Collaboration and Social Interaction Customized learning can still incorporate collaboration and social interaction , particularly via online game-based learning in the classroom.