Games are to the 21st century what the moving image was to the 20th
Robert Nashak
In this chapter of Globant’s Reinvention Series, we discuss how gamification and the metaverse have the power to drive change in the learning experience.
Robert Nashak, Veteran Digital Media and Games executive, Matias Rodriguez, VP of Technology at Globant, and Agustin David, Senior Client Partner for Education for Globant’s US Markets, joined us for this exciting conversation.
The gaming industry has a tremendous ability to engage audiences. As Robert Nashak points out, 3 million gamers worldwide spent around $175 billion this year alone. He also mentions that the average age of a North American player is 35. This age means that the learning process through gamification has the power to address not only children and teenagers but also adults as a method of continuous learning.
In this blog, we highlight key aspects of the forum.
Gaming companies are developing educational content.
Games in the metaverse are gaining momentum. Names such as Fortnite and Roblox are all over the place. But what happens when gamification, education, and virtuality are combined?
Some gaming companies are already exploring the potential of gaming for educational purposes. Here are some examples:
- Ubisoft
The company developed a Discovery Tour within their popular game Assassin’s Creed. In this version of the game, users can explore ancient Egypt, keep track of their progress, and explore a timeline.
- Epic Games
March Through Time is the interactive experience presented by Time Studios in Fortnite. The experience revives and celebrates the work and life of Martin Luther King.
- Mojang Studios
Teachers can now use Minecraft Education Edition to engage students in their learning process. Learners explore real-world issues in a digital world, helping them develop logical thinking and social-emotional skills.
Platforms infusing learning with game design
Learning platforms use the power of algorithms, machine learning, and gamification combined with human interaction to make the learning process fun and engaging. Here are some companies implementing gamification in their processes:
This learning platform combines analytics and human interaction to find the right program for each student. Based on the premise that “we all learn differently,” teachers engage with learners in a fun way, building skills and tracking progress.
Specialized in guiding students in their college admission process, Empowerly offers counseling and support services to help them further develop their skills in writing and communication.
Universal education in the Metaverse
Have you heard of the curb-cut effect? It occurs when designers create a product with disability-friendly features that benefit a much larger audience. It has the power to address minorities and majorities.
This concept initially referred to physical experiences. However, it is now taking over the virtual world, creating an inclusive educational experience. The level of immersion in virtual learning platforms is particularly beneficial for neurodivergent children, who become more engaged in their lessons thanks to the metaverse’s highly sensory experiences.
Are you eager to know more about gamification, learning, and the metaverse? Watch the entire forum here.