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James Gee's book "What Video Games Have to Teach Us About Learning and Literacy" explores the educational potential of video games.
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IBM's Innov8 game is released, aimed at teaching business process management concepts to professionals. Serious Games Initiative hosts the first Serious Play Conference, focusing on the use of games and simulations for education and training.
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The concept of "gamification" gains traction as a term to describe the application of game elements in non-game contexts.
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Badgeville, one of the first major gamification platforms, is founded.
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The Gamification Research Network is established to explore and advance research on gamification.
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Coursera, one of the early massive open online course (MOOC) platforms, is founded, bringing online learning to a global audience.
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Karl Kapp's book "The Gamification of Learning and Instruction" provides a comprehensive guide to incorporating game elements in adult education.
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Gartner's Hype Cycle for Education predicts gamification to reach the plateau of productivity within 2 to 5 years.
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Deloitte University Press publishes a report highlighting the potential of gamification in corporate learning and development.
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The eLearning Guild's "The Art and Science of Gamification" report provides insights into the practical application of gamification in learning.
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The COVID-19 pandemic accelerates the adoption of online learning and virtual training, leading to increased interest in engaging and effective learning methods, including gamification.
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Gamification continues to evolve, with a greater emphasis on personalized learning experiences, data-driven insights, and integration with emerging technologies like augmented reality and virtual reality.