On May 12-13, EdMedia-CYENS and the Cyprus Interaction Lab successfully delivered two workshops for the ASKFOOD GAMIFICATION ACADEMY, a tool ASKFOOD EU project developed to keep informing and educating food scientists in gamification. 
We would like to thank the organizersfrom ASKFOODDr Dimitris Tsaltas (Cyprus University of Technology, CY), Professor Paola PittiaMs Federica Striglio and Ms Cecilia Tonelli (University of Teramo, IT) and Mr Rainer Svacinka (University of Teramo and Sumo Technologies Gmb) for the opportunity to work with an exciting audience of food-scientists.  

Shifting to Digital: 360VR for Immersive Learning

the 12th of May, 2021

Nowadays, teaching and training face new challenges as the audience is less self-disciplined, living in overwhelming environments and losing attention and/or interest very quickly. Our job, as educators and trainers is to address these challenges. Affordable virtual reality can help make learning more fun and engaging enabling some of the experiences such as a visit to a factory or to a museum. In this tutorial, participants will have the opportunity to familiarize themselves with Virtual Reality (VR) tools for teaching and learning. There are 2 kinds of virtual reality: 360 pictures and videos i.e., the spherical approach and the 3D simulations i.e., the video games like approach. The tutorial focuses on the first approach which is affordable and can support our quick shift to digital. The participants will have a detailed experience on the creation of a VR learning tour, using low- cost technologies.


Shifting to Digital: Gamification in Course Design

the 13th of May, 2021

Nowadays, teaching and training faces new challenges as the audience is less self-disciplined, living in overwhelming environments and loosing attention and/or interest very quickly. Our job, as educators and trainers and technologists is to address these challenges. Applying fun and engaging elements found in games to non-leisure contexts, known as gamification, aims to motivate the learners to complete specific tasks, and thus, increase user retention with content, products or services. Education and training can also gain from this approach. Gamification makes the learning experience more enjoyable and engaging. It’s a powerful tool for engaging learners with the content and is relatively cheap to implement, feeds into the user’s sense of accomplishment while it allows the teacher/trainer to gather performance data for the learner. Through this workshop, the participants will be able to see how teaching material is built for gamification, by exploiting the possibilities provided by the Moodle e-learning platform but also other tools.

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