Mit Spielen Denkroutinen überwinden

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

Eduhub Webinar: Tourney – How to gamify learning with design and technology

Tourney

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.

Organization:
  • Presenters: Safak Korkut, FHNW
  • Moderator: Nathalie Roth, SWITCH
  • Date: Thursday, June 26, 2014
  • Time: 11h00 – 12h00
  • Place: online with SWITCHinteract

Please register here for this webinar:
https://www.eduhub.ch/conferences-events/eduhub-webinars/tourney/

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.

See more on:
https://www.kickstarter.com/projects/1944625487/omni-move-naturally-in-your-favorite-game

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 www.tourney.ch

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.

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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.

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