MBA & EdTech Research Projects

I want to emphasize that the three points, explained in my "MBA & EdTech Research Projects " represent a unique opportunity to change our world in a positive way. Considering the great challenges of cyberbullying, online hatred, and violence; the threats of war and international hostilities, and the economic challenges we face, we need true leadership. This is the leadership that I represent.

These are my leadership abilities: I combine my background as a 4.0 MBA student, who is a world-leading Capsim business simulation educator with my scholarship in educational technology. Most importantly, I have experience in various research projects, including cyberbullying research.

Point #1?

I need crowdfunding because I need help to research with surveys, individual interviews, and focus group projects, so I can research cyberbullying. But I want to go beyond this to ask questions to see if these students are interested in using educational video games to learn about the world's global cultures. My goal is I want to use educational technology to make peace!

Point #2

We will build up a nonprofit, dedicated to ending cyberbullying and creating a better online world.

Point #3

We will create an educational video game startup called the Heroes of Helping Projects.

Conclusion

Currently there is a tremendous amount of violence online and a lack of peace in our world. We live in dangerous times. I wrote this "Hourglass of Light" speech to share my message.

https://www.dhirubhai.net/pulse/hourglass-light-jeremy-deering/

Here are my theoretical qualification:

1. Peace Education EdTech. This includes examples of Minecraft architecture that is African, Asian, European, religious, and more.

https://www.dhirubhai.net/pulse/peace-education-edtech-jeremy-deering/

2. Educational Artificial Intelligence (AI). This explains the strengths and weaknesses of educational AI.

https://www.dhirubhai.net/pulse/educational-ai-jeremy-deering/

3. Virtual Reality (VR) & Augmented Reality (AR) Educational Gamification. This explains the theoretical implications of VR and AR for the field of educational gamification.

https://www.dhirubhai.net/pulse/vr-ar-educational-gamification-jeremy-deering/

4. Web-based Instruction (WBI) Minecraft Education. This explains my part in a group project, dedicated to Minecraft Education.

https://www.dhirubhai.net/pulse/minecraft-education-jeremy-deering/

5. Educational Gamification. This explains my theoretical contributions to this emerging industry.

https://www.dhirubhai.net/pulse/educational-gamification-jeremy-deering/

6. Healthcare Gamification. Gamification means applying aspects of games to non-game situations. In the case of Healthcare Gamification, it can involve the gamification of physical therapy apps, exercise apps, and more. It can help stroke survivors, cancer patients, and others. Also it can remind the patients to take their medications. Finally it can even educate kids to stay safe and make healthy choices. In fact Healthcare Gamification is a potential billion dollar industry.

https://www.dhirubhai.net/pulse/healthcare-gamification-jeremy-deering/

7. Match-3 Gamification. Match-3 games include Candy Crush Saga, Puzzle & Dragons, and Bejeweled. I am an expert on the theoretical basis of the match-three games. In fact I studied this industry for a semester in my Educational Technology scholarship.

https://www.dhirubhai.net/pulse/match3-theory-jeremy-deering/

8. Educational Gamification and Student Motivation. This explains my continued research in this emerging industry. Here I explain how to combine educational gamification and student motivation by using educational technology in various settings, whether they are as video games, school projects, or memes.

https://www.dhirubhai.net/pulse/educational-gamification-student-motivation-jeremy-deering/

Please visit the above links, to explain what I have researched. Thank you.

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