Gamification is taking over our lives

„Playing games — whether for fun or otherwise — do show that people of all ages are more than able to attain rewards, solve problems, and work towards a higher goal. But whether play is the best way to experience the world remains to be seen.“ (Martyn Perks)

Read this very interesting article on the topic of gamification and its application by Martyn Perks in The Independent.

Learning Analytics: Etwas Neues über das Lernen lernen

Learning Analytics ist ein aktueller Trend, der einhergeht mit der Entwicklung im Big-Data Bereich. Das Erheben und Analysieren von Daten in Online-Lernumgebungen soll helfen, neue Einblicke in Lernprozesse zu erhalten sowie die Wissensvermittlung zu optimieren.

Zu diesem Thema ist in der Netzwoche im September 2014 ein Artikel erschienen.

Eduhub Webinar: Tourney (Screen Recording)

Eduhub Webinar

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.

[slideshare id=36326548&doc=20140626-tourney-eduhub-webinar-140626034245-phpapp02]


Data Mining and Learning Analytics

How Can Educational Data Mining and Learning Analytics Improve and Personalize Education?

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.

learning analytics

Experience full virtual reality

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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Tourney @ i-net ICT Technology Event (Gamification)

Am 6. Mai 2014 findet um 19 Uhr in der Querfeld-Halle in Basel das i-net ICT Technology Event statt, ein Event zum Thema Gamification.

TourneyDort 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

Gamification and Tourney (FHNW) at the XING-MittagXperten

Martina Dalla Vecchia (Lecturer at School of Business FHNW and head of CAS Social Media, Conversion Management & Webanalyse) organizes the XING-MittagXperten on April 24th, 2014 and hosts Safak Korkut on the topic „Games and Gamification“ in a scenic lunch in Restaurant Rhypark, Basel.
There are still places left in the event. For more information please visit the dedicated page on XING.

Screen Shot 2014-04-15 at 10.26.25

The game industry has already overcome the Hollywood’s most expensive productions. In November 2013, one retail game sold $1 billion worth of copies all around the world in one single day; a number that no Hollywood production ever came closer. While the industry is growing and players are getting more and more addicted, the side effects are also started to come to the surface in various sectors outside of the game world: a trend that many enterprises want to jump in, but most don’t know how to do. This presentation will focus not only on the ideas and applications of gamification, but also will show insights from FHNW’s gamified learning project: Tourney.