I came across this article ( http://phys.org/news/2016-04-gamified.html ) describing how, in Malaysia, the Education Department are trying to improve higher education by emphasising certain principles of gaming in order to foster interest and improve standards.
I came across some software by a company called Lucid some years ago
which did the same thing for assessing dyslexia and other learning
problems here in the UK. Also, I remember when I was at college (quite a few years ago) one teacher achieved a bit of local fame by using a clip from an episode of "The Simpsons" in his dyslexia assessments. There was also a game available online to help people learning French language. In it you were a knight exploring a land, battling dragons and other beasts, and conquering other knights and castles (similar to 'Age of Empires' but very basic as it had been written by an individual developer as a hobby).
I don't think this idea is all that new, although I do think the
technology for game development has improved to make the implementation a
lot easier and more sophisticated. And it is such a popular idea, to make learning and development fun, that I think we will see a lot more of this, especially when the VR kits become more responsive (and cheaper). Maybe therapy through completing certain character quests in games, improving health with new and more entertaining mobile apps on your smart watch, improving productivity in the workplace, language learning, developing creativity - any area of improvement and development.
Showing posts with label psychological health. Show all posts
Showing posts with label psychological health. Show all posts
Wednesday, 6 April 2016
Monday, 4 April 2016
FOMO, FOBO and NoMo
For
many of us, the idea of an 'online life' is simply an adjunct to our
real lives - a bit like wondering how much time we spend watching tv, or
reading, or in the gym. But the use of smartphones and tablets is
becoming more and more a part of everything we do, from simply
communicating to researching, entertaining, guiding and cueing
behaviours. I recently came across this article which seems to be a step
towards keeping it all in perspective.
'The Australian
Psychological Society issued its Stress and Wellbeing in Australia
report last year, which included a section on social media that found
56 per cent of teens were heavy social media users, connecting more
than five times per day, with 24 per cent being constantly connected.
Sixty per cent felt brain 'burnout' from constant connectivity of
social media.
Ms Lishman, an
Australian psychologist, said people were becoming genuinely addicted
to their devices, because of the rush generated by positive
reinforcements and messages from friends.
"We can't do
without technology now. And there are good things on the internet,
but a virtual relationship is no match for a real, physical
relationship." '
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