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How to use Gamification to Enhance Learning

To turn hundreds of pages into the gist of the information can be achieved with the method of turning all the information into images. People are better at memorizing images than words. Few methods to get you started: Read these first before you start Method of loci The link method Or try this Memorize this list of words in 10 seconds Apple, bee, fish, water, gray, yellow, green, wheat, heat, tree, old Did you manage to do it? If not try to memorize it like this : Imagine this scene as animated There is an apple on a flower. A bee flies by and tries to eat the apple. The bee successfully eats the apple but a flying fish comes out of nowhere and makes a ghost face at the bee. Then the fish flies back into the water in the pond nearby. The water suddenly changed its color from clear to gray. A yellow school bus drove into the pond and turned into a green cactus. A farmer came and took the green cactus and puts it on his wheat farm. The sun increased its glaze and ma

The Forgetting Curve

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What is the Forgetting Curve? What is the Ebbinghaus forgetting curve? You’re probably more familiar with the forgetting curve than you think, with the effects being felt in everyday life, not just in eLearning.  Let’s look at an example; you’re at a networking event and a potential customer gives you their contact number which you write down on a piece of paper. If you lost that piece of paper, would you remember the phone number an hour later? Probably not. Before we try to combat the forgetting curve in eLearning, let’s explain exactly what it is.  The forgetting curve is a mathematical formula by  Hermann Ebbinghaus  that originated in 1885. The curve demonstrated the rate at which information is forgotten over time if we don’t attempt to retain it.  Learners will rapidly lose their memory of learned knowledge in a matter of days or weeks unless the information is consciously reviewed. Some humans forget approximately 50% of new information within an hour of learning it. That goes

What Motivates Us?

How Does Gamification Work? Extrinsic And Intrinsic Motivation Since gamification implies the addition of game elements (such as points, levels, badges, and others) as incentives to use in a learning system, the key aspect of gamification is rewards aimed at providing extrinsic motivation to the user. Wikipedia defines extrinsic motivation as the performance of an activity in order to attain a desired outcome; it comes from influences outside of the individual. Common extrinsic motivations are rewards (for example money or grades) for showing the desired behavior, and the threat of punishment following misbehavior. Competition is an extrinsic motivator because it encourages the performer to win and to beat others, not simply to enjoy the intrinsic rewards of the activity. A cheering crowd and the desire to win a trophy are also extrinsic incentives. By opposition to extrinsic motivation, intrinsic motivation is the self-desire to seek out new things and new challenges, to analyze one&#

Virtual Library Studying

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Libraries.  Why do students study in libraries?  Is there something special about the environment?  Turns out, gamification has a reliance on libraries too. Although gamification relies on game elements in non-game contexts to motivate people, a quiet and studious environment can accelerate the process. During a year of global pandemic, everything has shifted virtually. Now the question is, does a virtual library work just as well as an in-person one?  Virtual Library   There are many apps that serve the same function as a library, that is to provide a place for full concentration on learning or work. 

Gamification in Application !

How Do You Gamify An App? To implement gamification in your app, you need to start with the design elements, and then proceed with the gamification workflow. The design elements are typically as follows: Badges.  These are a visual representation of users’ achievements, which indicate their performance within the app. For example, some fitness trackers introduce badges based on the number of steps that the user has walked throughout the use of the fitness app. Levels.  These are the parts of the game world. With each level, the complexity of the game increases, challenging the user to get further. Performance charts.  These graphs show how the player performed in comparison with their previous results and track their individual records. Points.  These are basic rewards that the user gets for their accomplishments as they progress within the game.   Scoreboards.  These are lists with player rankings that help to define who performs best in a certain activity. Unlike performance charts t

Best Study Method for Online Learning

1. Spaced learning To thoroughly understand what is learned, there are two important elements to consider. One is time. And the other is the application of repetition.  This can be achieved with   spaced learning , which is why it’s considered one of the best methods for combating the learning curve. Spaced learning helps learners manage what learned information is retained, enabling them to   reshape the forgetting curve . In turn, spaced learning benefits organizations as it supports the retention of skills and increased productivity in the long-term.  So, what exactly is spaced learning? Well, it’s a learning methodology where learners are presented with material they have to learn in a timed session, with a short break provided after they’ve completed it. Spaced learning strengthens memory retention because the learner studies the information, and periodically returns to review it in order to retain the knowledge.  The learner also practices retrieving the learned information using

How does game characters help alleviate depression

  A Video Game Designed Specifically to Treat Depression While most video games can have positive effects on the brain and mood, SPARX  was invented specifically to combat depression. The fantasy game included aspects of cognitive behavioral therapy, though this isn’t obvious to the player. In the game, players create their own avatar and then seek to destroy GNATs, an acronym for “gloomy, negative, automatic thoughts.” In the destroying of these creatures, players learn that those types of thoughts aren’t true or necessary to live with —  that they could be destroyed.  The New Zealand-based researchers who created the game found impressive results in their study. Approximately 44% of SPARX players recovered from depression, compared to 26% of patients in treatment. Additionally, 66% of the gaming group saw a reduction in symptoms of 30% or more, compared to 58% of patients in treatment who saw the same reduction in symptoms. 

Guide to Habitica

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  Need some tips on how to begin? Here's a straightforward guide! Step 1: Enter Tasks Habitica is nothing without real-world goals, so enter a few tasks. You can add more later as you think of them! All tasks can be added by clicking the green "Create" button. Set up  To Do's :  Enter tasks you do once or rarely in the To Do's column, one at a time. You can click on the tasks to edit them and add checklists, due dates, and more! Set up  Dailies :  Enter activities you need to do daily or on a particular day of the week, month, or year in the Dailies column. Click task to edit when it will be due and/or set a start date. You can also make it due on a repeating basis, for example, every 3 days. Set up  Habits :  Enter habits you want to establish in the Habits column. You can edit the Habit to change it to just a good habit   or a bad habit  Set up  Rewards :  In addition to the in-game Rewards offered, add activities or treats which you want to use as a motivation

Gamification with Chatbots

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In this day and age, buyers are bombarded with promotional messages to the point where “ad fatigue” is becoming a real issue for the marketing industry. And while there have never been so many platforms through which to reach out to consumers (social media, email, search, messaging apps, and even traditional press, to cite but a few), an increasingly competitive consumer landscape means that in order to gain attention from buyers, companies are having to offer ever-more engaging and creative customer journeys. One way to do this is to provide customers with immersive, personalised experiences that truly speak to them. Chatbots have the major advantage of integrating with people’s favorite messaging apps, such as WhatsApp , Facebook Messenger or Viber, thus providing them all the information they need at their fingertips. The possibility of interacting with customers through the platforms they know and use every day is in itself a huge advantage. All the more so when you throw powerful

What to do during Personal Downfall?

  The need for backward engineering . I think I am accurate in saying that very few people, myself included, who are trying to create serious games for wellness think like this – i.e., like a game designer – about the process of gamification. From what I can tell, game designers think very deeply about the experience they want the game to promote, and then they work through the pragmatics of the game play that will facilitate this experience. This backward engineering from the point of view of the aesthetic/experiential goal to the pragmatics of the game is the opposite of what psychologists do when they think about gamification. Instead, we have parallel streams of development in which (a) we know that our “game” (read scientific protocol) is truly boring, and (b) we have to somehow decrease the snore factor. We think: “Hm, here is my very rigid experimental protocol/computerized intervention. I must overlay this protocol with some cute little animated guys, perhaps with a fun back-st

How will COVID ever end?

  When it comes to educating people about COVID-19, says Rick Thomas of LabX, a big challenge is the invisibility of the virus and the struggle to recognize when we’re making a difference, when we’re being overly panicked and when we’re simply being selfish.   Games, specifically their ability to visualize abstract subjects as well as their need to ask players to lean in and take an active role, can close that gap, says Thomas.  “Games are good to help combat COVID because games do a good job of translating data into stories and helping show people how individual decisions can impact larger issues,” says Thomas.  “That feedback is missing in normal day-to-day interactions with COVID. You don’t actually know if you got someone sick by not wearing your mask because there’s a several-day disconnect. You’re not being told whether what you’re doing is harmful, but in a game you can make the connection clearly. That’s why we got involved.”

Do AIs like Fiction?

How We Can Use AI to Create Gamification Applications in Learning

Science and technology are on a fast track towards the elusive embodiment on the infinite horizon- destination, painted with the idealistic resemblance coating the edge of a deep cliff. Over-idealized technocracy is evolving the typical viewpoint of millennial, as they are motivated to place their one hundred percent faith in science and technology, supplant their stake of exertions with what machine can do for them, yet anticipate the favorable, justified while sustaining the competitive retrieval of the 21st-century scientific evolution.   While reading through some of the latest trends on  Deep learning  and  artificial intelligence , I arrived across a prevailing learning hypothesis; called the Gamification of learning behavior. The latter is primarily in reference to the application of game mode factors and recreation doctrines in none-recreation contexts. Gamification toils by employing engaging game techniques to leverage a person’s natural yearnings to enhance activities or pro

How Can Humans Learn Like Machines?

Artificial Intelligence and Income Inequality

Does Photographic Memory Really Exist?

Productive Things to Do During Quarantine

The Most Effective Way to Memorize Proven by World Memory Champions

Ever wondered why Memory Champions can memorize a deck of cards in less than 20 seconds? Well, everyone can do it! Here's how: The human brain memorizes information much better in the form of images. Mindless reciting, on the other hand, is extremely inefficient because it simply does not work in favor of the brain. The most common method that all mental athletes use is the Memory Palace aka the method of loci. The Steps To Using The Memory Palace: 1. Imagine a place that you are very familiar with such as your house or your school. Imagine that you are outside the entrance.  2. Pick a list of items that you want to memorize. If it is a list of words that can be easily turned into pictures (ie: apples, bananas, tree, house, card), imagine an apple appearing on the ground next to the door of the place you pictured earlier. 3. Open the door and walk in your house. When you open the door, the first thing you see is a banana.  4. Imagine a small tree appearing 2 inches in front of

Emotional Concerns amid the Coronavirus Pandemic and How you can solve it with Gamification

How to Stay Motivated Amid the Coronavirus Pandemic?

The Method of Loci

The Power of Words

The Peg Method

  What is the pegword method? The pegword method is a mnemonic technique that relies on you knowing a 10-item rhyme to associate 10 numbers with 10 “peg” objects.  Whenever you want to remember a list of items of your choice, you need to find a visual image to associate each item with the corresponding “peg” object. Then whenever you want to remember the list, run through the rhyme, recall the “peg” objects and the visual images you’ve “hung” on your pegs.  This is best illustrated with an example: How to use the pegword method The first step is to learn the rhyme to remember the peg words list. These ten objects form the “pegs” you can later “hang” whatever you want to remember on.  The Pegword Method: you first need to learn the peg words list Then, whenever you need learn a list of items, “peg” each item to the rhyme you just learned, by creating a visual image that combines the peg object with whatever object you’re trying to remember. For example, if you were trying to remember a