Designed as an interactive experience rather than a traditional virtual conference, GamiCon48V integrates hands-on design labs, live gameplay, and collaborative problem-solving. The 2026 program ...
With U.S. colleges and universities battling enrollment declines, many student affairs officials are turning to gamification platforms to meet students where they are and keep up with the evolving ...
DUBLIN--(BUSINESS WIRE)--The "E-Learning Market - Global Outlook & Forecast 2024-2029" report has been added to ResearchAndMarkets.com's offering. The E-Learning Market was valued at USD 250 Billion ...
In the era of mobile devices and tablets, interactivity has become the norm for schoolchildren. To facilitate effective teaching and learning, modern schools must equip every classroom with ...
Forbes contributors publish independent expert analyses and insights. Dr. Legatt explores the intersection of education, AI, and leadership. As a former admissions officer and college consultant, I’ve ...
Traditional training methods, such as long lectures, boring modules, and passive information delivery, often fail. Such approaches can quickly be overly dreary for the employees, leaving them mentally ...
Forbes contributors publish independent expert analyses and insights. Executive Leader in Business, Technology & Healthcare Education. My new class has a game-based simulation – How exciting! Often, ...
In the past decade, students have been inundated with more and more distractions. The internet provides an infinite amount of said distractions: YouTube, Instagram, and TikTok to name a few. While the ...
LONDON--(BUSINESS WIRE)--The gamification market is expected to grow by USD 17.56 billion during 2020-2024. The report also provides the market impact and new opportunities created due to the COVID-19 ...
Gamification is now a $19 billion industry, which still has lots of growth potential. One organization that is using it for learning and development purposes is the Crowne Plaza Hotel in London. Hong ...