You may find the link for the Eduhub webinar: Tourney and How to Gamify University with Design and Technology project (June 26th, 2014). Safak Korkut and Janine Jaeger presented to the participants the review and the preview of the Tourney project (Simulated Reality: Games in the University Context).
As project team, we are sending special thanks to Nathalie Roth, Switch Interact for her support and webinar invitation to a great Eduhub community for new learning technologies at Swiss Higher Education Institutions. www.eduhub.ch
Gemäss dem Marktforschungsinstitut Gartner werden 2015 weltweit mehr als die Hälfte der Unternehmen spielerische Elemente verwenden, um Innovationen anzustossen. Darjan Hil, wissenschaftlicher Mitarbeiter der Hochschule für Wirtschaft FHNW, erklärt, in welchen Bereichen KMU Games nutzbringend einsetzen können. Weiterlesen
How to gamify learning with design and technology? At the University of Applied Sciences and Arts Northwestern Switzerland (FHNW), we developed a “content-independent gaming platform” as a result of an interdisciplinary strategic initiative: simulated reality. In close collaboration of researchers from FHNW in the schools of business, technics, design, applied psychology and pedagogy, we created a flexible and versatile tool-kit, a learning game platform, that can be customized by teachers and students. It has a visually sophisticated and responsive design, which enables the users and players to access the platform by using any type of device.
During this webinar, we will share our experience and knowledge with the eduhub community in an interactive presentation. We will introduce key concepts on game theory and how we applied them to our project. We will play a level in Tourney and discuss the future milestones for the project.
Please register here for this webinar:
According to the NMC Horizon Higher Education Report 2014 Learning Analytics is a major trend in education in the upcoming years.
In the 1st International Conference on Learning Analytics and Knowledge (2011) learning analytics has been defined as “the measurement, collection, analysis and reporting of data about learners and their contexts, for purposes of understanding and optimizing learning and the environments in which it occurs”.
So what can we learn from student data? The answer is given in this article from EdTech Review.
Osmo bridges the gap between on-screen gaming and the physical world. If it meets its $50,000 funding goal, Osmo could change the way kids play.
We are in the midst of a revolution in virtual reality. The release of affordable head mounted displays and low-cost sensor technologies has brought the decades-old dream of true virtual reality closer than ever, but there’s still one more piece to the puzzle: the Omni.
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Dort wird Safak Korkut vom Institut für Wirtschaftsinformatik der Hochschule für Wirtschaft (FHNW) die innovative Spieleplattform “Tourney” vorstellen, die momentan von einem interdisziplinären Team der Fachhochschule Nordwestschweiz entwickelt wird.
Es wird spannend und weitere interessante Speaker zum Thema Gamification werden da sein. Es bietet sich die Möglichkeit für spannende Einblicke in das Thema, sowie Networking. Anmelden kann man sich online.
Weitere Infos auf www.tourney.ch