How zombies and gaming can help students learn.
In this month's episode of The Anthill, we are playing games – computer games, grammar games and real life games, too.
Using incentives drawn from game play, the peak-hour crush can be reduced, or avoided altogether.
Using elements of game play, we can create incentives for people to change how and when they make various transport choices in ways that enable the whole system to work better.
Fitness trackers make activity into a contest.
Wearable image via www.shutterstock.com.
The human psyche loves a challenge as well as a pat on the back for achievement. Pervasive computing taps into these drives to 'gamify' aspects of life that are typically not games or even much fun.
Don’t dismiss “playing games” as a waste of time - they can be a powerful tool for learning.
Introducing game-like elements into classrooms can boost student motivation and learning.
When kids ask questions it can flick the switch on their curiosity and creativity.
Children's insatiable curiosity and search for new knowledge is getting lost somewhere along the way. We've mislaid the art of the question.
Video games have some clever ways of motivating players, and these methods can be used to get kids interested in learning.
There may be a chemical secret to getting kids interested in learning – and it's one that's created and produced by our own bodies rather than in a lab.
Smartphones mean games are always at hand – but are they crushing candy or learning a new language?
We're hardwired to love finding patterns, solving puzzles, mastering challenges. Business, education, health, marketing and other fields tap into these drives via game elements to help us hit goals or change behavior.
In the name of science…let’s play.
A few days ago, I was an astrophysicist and contributed to a research project by organising sunspot images in order of complexity. After I’d had enough of that, I became a biochemist and worked late into…