Gamification Learning Guide: Elevate

Gamification Learning Guide: Elevate 

Describe the Tool – Is a brain-training program designed to improve attention, learning, speaking skills, processing speed, memory, and math skills. The app is designed so that every user personalizes their program to improve brain function. Elevate is set up as a learning game. Since their launch in 2014, the Elevate app has been downloaded more than 15 million times from the App Store and Google Play (elevateapp.com). Mental health disorders and poor well-being have significant economic, social, and individual costs (medical). Therefore, it would be prudent for organizations to take steps to ensure that employee’s mental health is a priority (Wells, 2002).
Image result for elevate app

Effective Instruction – Elevate can be used to help employees develop and maintain their customized daily learning. The app has 35 games that focus on reading, writing, speaking, and math. For trainers, gamification apps like Elevate, can be used to help employees improve and maintain their mental health and well-being (Brown et al., 2016). An example using Elevate as a 21st century technological tool is having employees take a few minutes of their workday to complete a game. Gamification can be a benefit to employees by taking a short break to help elevate mental and physical fatigue.

Strategies for Integration – Although companies can integrate Elevate into their training program, most organizations can simply share the benefits of Elevate as a stress reducer therefore, it would be used in an informal setting such as at home or while on break at work.

How to get Started – Elevate is a free app that has 16 free games that change daily however, individuals can pay for more games for an extra $5 a month or $45 per year. As stated earlier, the app can be downloaded from the App Store or Google Play.

The following websites are a good reference:

https://www.koombea.com/blog/increase-user-engagement-apps-gamification/
https://helloendless.com/how-to-use-event-gamification-and-boost-the-energy-of-the-attendees/



References

Brown, M., O’Neill, N., van Woerden, H., Eslambolchilar, P., & Jones, M. (2016). Gamification and adherence to web-based mental health interventions: A systematic review. JMIR Mental Health, 3(3): Issue 39. Retrieved from: https://www.ncbi.nlm.nih.gov/pubmed/27558893

Wells, K.B. (2002). Overcoming barriers to reducing the burden of affective disorders. Biol Psychiatry, 52(6): pp. 655-575. Retrieved from: https://www.ncbi.nlm.nih.gov/pubmed/12361673


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