How might gamification impact education and learning, inside and outside formal schools, or even in the workplace?
What are some of the ethical implications, particularly around user privacy?
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Practice Problem #2 - Suggested Readings Approximately one-third of our lives is spent sleeping.
Some people are forced to leave their homes to travel to other places or countries to find menial work to send money home to support their families.
Due to poverty, many people are unable to access education.Players and teams win points and rewards by completing designated tasks.Minecraft, for example, has been used by teachers for everything from computer science to social sciences to creative writing.Heightened safety concerns often mean changing security requirements and government screening processes for crossing borders.Some experts believe that technology may begin to replace in-person travel.Physical effects include fatigue, stress and health problems including heart disease and obesity.Today, technology on our wrists can measure sleep habits and movements.Fitbit and tracking apps on the i Watch are increasingly popular and encourage competition – with yourself or with a group.Gamification helps users focus on tasks that might normally be boring, and the process might be applied to fields such as customer loyalty, education, health, recreation, job training, self-improvement, household chores, fundraising, and activism.VR-AR-MR (Virtual Reality / Augmented Reality / Mixed Reality), are immediate, involving, engaging and immersive types of entertainment that can accessed anywhere in the world.This could cause travel to boom if people, having used these technologies, want to experience the world “for real.” People may be increasingly comfortable in both worlds: the physical real world, and the digital world that is constructed instantly and repeatedly to fit what each person wants and chooses, using immediately responsive networks.