All About the Game: How Gamification Can Improve Engagement and Learning

All About the Game: How Gamification Can Improve Engagement and Learning

There is no question that technology, particularly in the last two years, has played a large role in the field of education. With remote learning, students and educators were required to become not only familiar but fluent in EdTech. But as we spent more time on screens away from each other, students became less focused. With engagement at an all-time low, teachers did everything they could to get the attention of students, even resorting to employing games in their curricula in order to encourage participation.

Though gamification of learning objectives was around before the pandemic, this teaching method was not used as widely. As teachers tried everything to engage students, they soon found that when they began implementing games in their classwork, students were participating, paying attention, and even learning lessons. Now that students are back in the classroom, will games still be an active part of education?

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Designing Your User Experience Strategy: Part 1

Designing Your User Experience Strategy: Part 1

Tracey Greene is the Chief Creative Director at Digital Artisans, KGL PubFactory’s lead design partner. In this three-part blog post series, Tracey shares valuable insights into maximizing discoverability and accessibility when creating your digital content platform.

Your website platform should be available to every person on any device. The following are critical considerations in a “mobile-first” world for maximizing discoverability and accessibility when creating the optimal user experience for journeys across all of your digital content.

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The Digital Experience Platform for Publishers: Are You Experienced?

The Digital Experience Platform for Publishers: Are You Experienced?

When apps came to market, a new vocabulary had to be understood by publishing staff, including those in management, editorial, product development, marketing, sales, and all the vendors that serve them. The nuance between the terms “mobile,” “digital,” “apps,” and the variety of features available is clearer now than it was a few years ago, but publishers still strive to deliver the experiences customers expect at a price point that’s profitable for them and reasonable to customers.

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