CYPHER LEARNING releases “Team Games”, a new gamification feature for NEO LMS
CYPHER LEARNING, the company that specializes in providing learning platforms for organizations around the world, today announced the launch of several new gamification features for its learning management systems (LMS), NEO, designed for schools and universities.
NEO, the word-class LMS for schools and universities, is a powerful platform that delivers a great user experience, while incorporating all the essential tools schools and universities need to support efficient teaching and learning.
The gamification feature available already in NEO allows teachers to create games for classes, learning paths, and site-wide games. Gamification is based on automation, a powerful feature that makes it easy for teachers to trigger actions such as awarding badges and points to students when they complete classroom tasks. For example, teachers can trigger actions to award points and badges when students complete a lesson or assignment.
Adding a gaming element to a classroom can encourage students not only to learn more, but also to stay motivated throughout the entire learning process. Most of all, they get a sense of achievement as they tackle challenges, get out of their comfort zone and become more involved in their studies.
NEO’s gamification feature allows users to create games and define levels with how many points are required to pass each level in the game. Levels are a fun way for students to see their progress and it gives them something to look forward to as they learn.
Through ‘Team Games’ teachers can create team games by adding groups from the platform to class, path and site-wide games. This is a great way to encourage students to participate in a fun contest together with their classmates. Teachers can see an overview of each team in the game and the contribution of each team player to the team’s ranking.
Students can also see their team ranking, team members, and the badges and points earned so far.
Graham Glass, CEO of CYPHER LEARNING, said:
“Gamification is a great way to boost student engagement. Our new Team games feature enables educators to create new interactive activities where students can participate in teams and learn how to work and collaborate together to achieve set goals.”
For more details about CYPHER LEARNING products and the new Team games feature, please visit www.cypherlearning.com or contact firstname.lastname@example.org.