Gamification Companies Impacting Higher Ed

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Gamification Companies Impacting Higher Ed:

Gamification Companies Impacting Higher Ed EdTechReview : Education Technology Community for students, teachers, decision makers, & parents where they can find useful news, trends & insights, product reviews, resources, events, training and consultation on education technology to improve teaching, learning and hence education.

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Gamification in education has helped students evolve and actually engage and enjoy their education. Using gamified ways of learning and teaching in higher education can help in bringing the efficiency around. Below is a list of 5 amazing companies that have impacted higher education via Gamification in major ways.

PaGamO:

PaGamO PaGamO  is one of the most known gamification companies out there. With this online gaming platform, user enter in a fantasy world where they get to choose between a public and a private quiz the answers to which result in a gain or loss of island territory. Here, teachers are able to create private quizzes for their students or students can play public quizzes. The results of the quizzes provide data for both students and teachers in a statistical report. 

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GameDesk , also  Named one of Fast Company’s “Top 10 Most Innovative Companies in Education” , GameDesk has taken 4 major initiatives namely, GameDesk Studios, Educade , PlayMaker School and 

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BrainScape  is the third mention in the list. It is an adaptive mobile education platform that is changing the way over 500m people study. Founded by cognitive neuroscientists, engineers, data junkies, and executives from the education industry, Brainscape is building the foundations of a comprehensive "knowledge graph" that is helping people learn nearly any topic more efficiently. Brainscape allows professors, thought leaders, and top students to create "smart flashcards" in the Brainscape format and share them within their schools, organizations, and the rest of the world. Brainscape's ultimate goal is to map the world of knowledge into bite-sized, learnable chunks -- an initiative it calls the  Knowledge Genome Project .

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D2L  or Desire To Learn, one of the most reputed companies in edtech market has to make it to this list. They provide a Learning Management System” BrightSpace ”  for online teaching and learning. Their game based approach towards learning makes it engaging for students to keep up with their courses throughout. 

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KnowledgeGuru  is the last company to make it to the list. The company uses game-based learning, learning science and micro-learning to increase knowledge retention and improve performance. Students play games by KnowledgeGuru on their mobile devices and can learn along with it. It’s a sort of game engine that focuses on building long-term memory of facts, procedures and processes. 

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Source: https://edtechreview.in/trends-insights/trends/3929-gamification-companies-impacting-higher-ed EdTechReview : Education Technology Community for students, teachers, decision makers, & parents where they can find useful news, trends & insights, product reviews, resources, events, training and consultation on education technology to improve teaching, learning and hence education.

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