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Quotes and excerpts on the need for Learning 2.0 from the Best of T+D: 2007-2009

ID Reflections

Excerpts from the Best of T+D | 2007 - 2009 Harold Jarche in Skills 2.0 : As knowledge workers, we are like actors--only as good as our last performance. Gartner , a research institute, estimates that the frequency of nonroutine situations that require tacit knowledge will double between 2006 and 2010.

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Gamification: The Power of Gaming Features in Corporate eLearning

eLearningMind

The term gamification was originally coined back in 2002 by a British computer programmer named Nick Pelling. The term hit mainstream when a location-sharing service called Foursquare came out in 2009, employing gamification elements like points, badges, and mayorships to motivate people to engage more with the service and “check in.”.

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What You Need To Know About Corporate Gamification of Learning

eLearningMind

The term “gamification” was originally coined back in 2002 by a British computer programmer named Nick Pelling. The term hit mainstream when location-sharing service Foursquare came out in 2009, employing gamification elements like points, badges, and mayorships to motivate people to engage more with the service and “check in”.

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What You Need To Know About Corporate Gamification of Learning

eLearningMind

The term “gamification” was originally coined back in 2002 by a British computer programmer named Nick Pelling. The term hit mainstream when location-sharing service Foursquare came out in 2009, employing gamification elements like points, badges, and mayorships to motivate people to engage more with the service and “check in”.