Neurogamification

Module Overview

Originated by: Prof Damien Coyle

Gamification commonly employs game design elements to improve user engagement, organisational productivity, flow, learning, crowdsourcing, employee recruitment and evaluation, usefulness of systems, physical exercise, voter apathy, and much more. A collection of research on gamification shows that a majority of studies on gamification find it has positive effects on individuals.

This module looks at how gamification can improve an individual’s ability to comprehend digital content and understand a certain area of study such as music.

We will explore

  • What is Neurogamification?
  • Recording from the brain
  • Brain rhythms
  • Prediction in gaming
  • Robot simulators

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We are continously working to improve and update our material to ensure it is meeting the needs of students and teachers alike.

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All modules are delivered to you via email through a downloadable link.

Our programmes include a range of learning materials to support both teachers and students in the classroom. Content wise, each module is different but some components are common to all to provide assessment tools for teachers and familiar references for students.

This module includes

  • PowerPoint presentation KS5
  • Observation of thoughts
  • Teacher assessment

We believe that some topics are approached more powerfully by bringing in animation. That is why some of the topics have videos to illustrate the learning points