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VR in Education & Training

Played with Fire

The Impact of VR in Education & Training! In this post, we will explore how VR is shaping the future of education and training, its benefits, real-world applications, and the challenges that come with integrating this technology into mainstream learning systems. VR in Different Educational Sectors 3.1

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Olivier Madiba’s Kiro’o Games is building a Pan-African entertainment ecosystem

PreMortem.Games

Networks and prestigious educational backgrounds were equally important. He highlighted how Madiba had gathered a team of 20 individuals without formal game development education, yet managed to create a game of remarkable quality, earning a solid 7/10 rating. Degrees alone were not enough to secure promising careers.

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IoT Applications in Education – The Future of Learning

Logic Simplified

In the education sector, it’s called educational technology where computer hardware, software, and educational theory and practice is used together to not just facilitate learning but also create smarter and more connected schools. The global IoT in education market was valued at $8.7 from 2023 to 2032.

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How to Leverage Trends and Motivations to Build Better Casual and Hyper-Casual Games

Game Refinery

Widely regarded as the biggest trendsetter when it comes to entertaining content, the short-form video content platform, TikTok, has become the new home for viral content. TikTok’s community leverages the engaging short-form video format to share their creative takes on games, whether humorous or educational.

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Jay Powell of IndieGameBusiness and the Powell Group: “Never take your foot off the gas”

PreMortem.Games

The idea for IndieGameBusiness stemmed from Powell’s frustration with the lack of business education for developers. They also conduct market research, both for service providers and on a consumer level, to test new game concepts.

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Bukola Akingbade of Kucheza Gaming on nurturing dreams and shaping industries

PreMortem.Games

She highlighted the shift from scheduled TV programs where TV was on between 4 pm and 10 pm when she was a child to on-demand content today. She observed an evolution in her children’s preferences from traditional Disney shows to influencer and gameplay content. Now there are hundreds of millions.

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VR and AR in Learning – Benefits & Examples

Logic Simplified

Evidence from the past shows that people acquired knowledge through observing, engaging in apprenticeships, experimenting, and receiving oral instruction well before formal educational systems were established. Over time, educators are looking for new ways to integrate digital solutions into learning. million by 2026.