CYPHER Learning introduces AI 360 for course creation
CYPHER Learning unveils AI 360, an AI-aided suite for swift, personalised course creation for schools and businesses.
Trustwave to use gamification to train cybersecurity professionals
The initiative aims to elevate skillsets, build camaraderie among cybersecurity teams, and attract new and diverse talent to the field.
Game-based learning to become $55 billion industry in next eight years
Game-based learning market expected to reach $55.80 billion by 2030, driven by demand for VR, AR, and AL in education and on-the-job training.
Gamifying cybersecurity key to preventing attacks
Gamifying cybersecurity is key to preventing attacks, with Balbix reporting that most incidents are due to individual user behaviour.
NZ car retailers bringing test drives to a whole new level
Local car retailers are converting a new SUV into an Xbox controller, allowing customers to experience the capabilities of the vehicle while inside a virtual environment.
Game on: Injecting retro fun back into channel promotions
Ingram Micro and Dell Technologies have come up with the perfect reason for resellers to play retro arcade games at work.
Govt & Canterbury Uni pour $7m into gaming research
The funding will be used to boost the University of Canterbury’s Applied Immersive Gaming Initiative, which will research and accelerate public use of immersing gaming applications.
Could gamers be the best contenders for cybersecurity roles?
Those entering the workforce that grew up playing video games may be best placed for cybersecurity roles.
Social enterprise develops game for learning sign language
The game has passed the prototype stage, and SeeCom are currently doing research to produce the full game version.
Bored of health and safety? Vodafone now educates staff by gaming
H&S education is often put on the same ‘boring level’ as watching paint dry and the deliberations of the NZ election - but now it's in a game.
Fun for all ages: New study says yep, videogames are good for all Kiwis
A new report has dealt a blow to those in the anti-videogame club, showing that video and computer games have positive effects on the way Kiwis learn.
Google launches gamified digital citizenship programme
Google launches Be Internet Awesome, a free online safety program for kids, guardians, and educators.
Schneider Electric: Enhancing data center performance, gamefully
Since technology and cost aren’t a hurdle, I want to talk about the next lump in the road; people.
Gamification: Cybersecurity's secret spice for effective employee training
Organisations can reduce their cybersecurity risks by engaging employees through gamification, according to Palo Alto Networks.
Recharging robots with stories and teamwork in term 2
A chance to try a new gamification tool that encourages collaboration. Can you save the droid before his power cells are permanently drained?.
Kiwi company takes exergaming to new heights
Childhood obesity is the focus of new Kiwi trampoline innovation designed to get children more active through fun games.
CORRECT: Telogis seeks to double workers in NZ after opening bigger R&D hub in Christchurch
Telogis, whose cloud-based location intelligence software is used in more than 100 countries, is kicking off a delayed job recruitment drive in New.