In the last 4 years, gamification has grown more prevalent in the assessment industry. Part of this trend’s growth stems from the science, and another portion stems from cultural appeal.
In a previous post, we made the case for encouraging employees to learn a second or third language. There are benefits to both individual employees and the organization driven by increasingly interconnected global markets, as well as a diverse population within the United States itself.
Renowned game designer Jane McGonigal describes gamers as super empowered, hopeful individuals, attributes that she believes can be channeled into real-world contexts. The business world today really needs a lot of super empowered and hopeful employees, given that 85% of them are currently either lacking in engagement or actively disengaged. And gamification can hopefully help […]
Onboarding is both a necessary and an important part of the employee recruitment and development process. New hires need to not only fill in any potential gaps in their industry experience but also learn the specific expectations, policies, and practices of their new company.
The makeup of a Learning & Development (L&D) program varies from organization to organization, but generally, these teams have at least one or two people who are experts/specialists in learning theory. Best case scenario, they have already invested in a modern learning platform that you can leverage.
E-learning has grown over 900% in the past 16 years due to advances in technology and has increased the revenue of over 42% of the organizations that have adopted it.1 There’s no question that organizations are adopting e-learning practices, methods, and technology in droves and that they’re reaping real benefits from it. But do they […]
[Part 1 of this article appeared in yesterday’s Advisor.] Elements Workplace Video Games Should Have (continued) Challenging levels that require work—Don’t simply have your learners follow an avatar around, but have them complete tasks that require them to think and use their reasoning skills via their avatar. Place them in unexpected situations that require them […]
The gamification market is anticipated to reach $11.1 billion by 2020. And according to Pew Research, 53% of 1,021 technology stakeholders claimed that gamification would be widely used by 2020, especially in the workplace. Video games are particularly becoming more and more popular in the workplace, as many industries adopt gamification strategies and techniques. But […]
Do you think video games are effective only for the influx of Millennial males in the workplace? If so, think again. According to research by Entertainment Software Association, 29% of gamers are over the age of 50, and the average gamer is 37 years of age. In addition, women make up 41% of gamers in […]
Yesterday we looked at a few E-learning trends like micro-learning, content curation, and virtual and augmented reality. Today we’ll look at a few more like gamification, open and customization learning platforms, and xAPI.