Gamification for learning works because our reaction to games is deeply embedded in our psychology. Kevin Werbach, an associate professor of law and business ethics at the University of Pennsylvania’s Wharton School, wrote in the conversation. Game design techniques recognize our innate desire to recognize patterns, solve puzzles, overcome challenges, collaborate with others, and experience the world around us while sitting in the driver’s seat. Can be activated. You can also create a safer space for experimenting and learning. The superficial dimension is reward motivation.
Patient Diagnosis
An important growth area for medical gamification is to support the diagnosis of patients with early signs of illness. Pfizer has recently invested in a partnership with Boston-based Akili Interactive Labs. This Labs Evo Challenge video game is designed to detect early signs of Alzheimer’s disease in healthy people. Players need to overcome obstacles and serve their goals by tapping objects that are displayed according to the instructions of the game and have a specific color. The Gamification for learning helps the Evo Challenge track a user’s movements and monitor their behavior every 30ms, quickly adjusting the player’s game level. The game determines how much the user pays attention and makes decisions in various distractions.
ADHD Focus
The FDA device approval pass also includes Cog Cubed, a Minneapolis-based company focused on diagnosing children and adults with ADHD using video games. However, unlike Akili and others who develop cognitive ADHD games, Cog Cubed uses Sifteo Cubes, an interactive gaming system developed at MIT in 2011. These small, white high-tech cubes with a touch screen look like a small TV. This game is aimed at an elderly group with Attention Deficit Disorder (ADD) and moves, stacks, or taps multiple sensors in a cube that incorporates an accelerometer to measure all kinds of movements. is needed.
Each time you touch, the dice communicate wirelessly and the image on the screen reacts to changes. This is useful for measuring player behavior. The company’s technology focuses on player behavior: can they suppress the urge to grab the wrong die when it makes a noise? According to Kurt Roots, co-founder of Cog Cubed, this interaction with the cube provides a concrete user interface and is more appealing to both children and adults than a keyboard, mouse, or other controller. He states that the tactile experience of dies is easier to learn than traditional graphical user interface systems, allowing players to improve problem-solving behavior and improve spatial awareness.
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