Remove 2000 Remove Games Remove Gamification Remove PENS
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E-Learning Jargon: What you might think it is.well…

eLearning 24-7

Gamification and Gaming. I am quite sure you have heard the term “gamification” It is everywhere you look, at trade shows, in publications, on various net sites. Gamification among other things involves gaming elements. Remember those two words – gaming elements. Gaming Elements.

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Authoring Tool Market – What I am seeing

eLearning 24-7

Gamification. True, but what they are calling gamification is not gamification. . Some gamification that hits the “Gee Whiz. One vendor has a gaming raceway for quizzes. One vendor has a gaming raceway for quizzes. I remember pushing my pen around my paper in junior high creating a race game too.

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Am I an LMS? And if so.

eLearning 24-7

In 2000, this wasn’t a standard feature, today it is. . SCORM 2004 3rd edition, SCORM 2004 4th edition, AICC, PENS, xAPI, CMI-5). Gamification – In 2014, wasn’t a standard nuts, and bolts; today it is. Gamification – What can you do? Has at least one course standard (Standards : SCORM, SCORM 1.2,

LMS 71
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Top 10 Learning Systems for 2019

eLearning 24-7

A robust system that contains everything from a perfect score in my learning environment functionaliy to administration (also a perfect score) to content curation, video management (with auto detection FPS) to the ability to accept course standards including xAPI and PENS. in iTunes and Google Play). Pretty much supports all verticals.

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Am I an LMS? And if so.

eLearning 24-7

In 2000, this wasn’t a standard feature, today it is. . SCORM 2004 3rd edition, SCORM 2004 4th edition, AICC, PENS, xAPI, CMI-5). Gamification – In 2014, wasn’t a standard nuts, and bolts; today it is. Gamification – What can you do? Has at least one course standard (Standards : SCORM, SCORM 1.2,

LMS 40
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How the Metaverse is Changing Learning and Education

Harbinger Interactive Learning

Several industries, including gaming, entertainment, FinTech, and even education, are making forays into the metaverse. In conjunction with the traditional pen-paper syllabus, these are likely to herald big changes in L&D and education. Enriching gamification. There are a lot of benefits to the gamification of learning.

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Interactive Learning Experiences: 5 Ways to Improve Online Class Engagement Levels

Kitaboo

In fact, since 2000, the market for online learning has grown by over 900%. Modern technology has enabled significant evolution in applying interactive strategies through techniques such as gamification and quizzes. With classic textbook material, pen-to-paper tests, and in-person lectures, many students are left out.