impressive Health care game "Malaria Invasion" with an immersive experience on how the blood cells is invaded by Malaria and the whole journey of the infection
#SeriousGames#GBL#SeriousPlayConf#Gamification
Worldwide, Gallup found that 87% of employees are disengaged. By applying #gamification concepts that percentage surely drops. Stewart Agency managed to double the number of emails they collected over two years, in just three months with gamification!
#SeriousPlayConf
According to EHSToday, 35% – 60% recall performance by employees who undertook gamified training using retrieval practice combined with quizzes or course content.
#gamification#SeriousPlayConf
When most #cyberattacks occur because an employee clicked on a phishing email or unknowingly opened a suspicious document, then educating employees to be more cyber aware can save a company thousands for avoidable #databreaches#gamification#SeriousPlayConf#SeriousPlay
According to the Ponemon Institute, the average cost of data breaches caused by employees is more than $8 million per year.
We believe that by applying #gamification to cyber-awareness we can decrease training time and minimized breaches costs.
#SeriousPlayConf
One of the comments made by the #EA speaker was that #gaming would change more in the next 5 years than it has done in the last 40. I personally believe #gamification and building #gamified experiences will follow suit.
Educational #gamification propeses the use of game_like rule system, #player experience and cultural roles to shape learner's behaviour.
By: Joey lee
#seriousgames#gbl