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Boosting Customer Engagement with Gamified Learning Paths

BrainCert

By incorporating gamified learning paths into your customer experience, you can unlock a powerful tool to drive engagement, boost loyalty, and ultimately, achieve your business goals. Gamification Gamification, as a concept, began to gain attention and popularity around 2010 , but its roots trace back to the early 2000s.

Custom 52
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70-20-10: Origin, Research, Purpose

Performance Learning Productivity

He has been studying and supporting it for many years and is co-author of the highly acclaimed Six Disciplines of Breakthrough Learning: How to Turn Training and Development into Business Results (Pfeiffer, 2010). As early as 2002 Jay was describing the unrelenting focus on formal learning in terms of the ‘Spending/Outcomes Paradox’.

Research 130
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Top 10 E-Learning Platforms for Effective Development

Hurix Digital

E-learning platforms are online tools allowing learners to access educational resources and interact with instructors and peers over the internet. Adobe Captivate Adobe Captivate was first introduced in 2002 and has since become a popular tool for e-learning professionals and instructional designers.

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Servant leadership and AI: Agility and empowerment for the CLO

CLO Magazine

Many of the risks presented by AI are understood to be the creation of social problems generated by biased data and algorithms that can sometimes cause harm. L&D may find the tools for this level of expansive and in-depth scrutiny in Servant Leadership, the formation of teams and the promotion and activation of individual empowerment.

CLO 92
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Quotes and excerpts on the need for Learning 2.0 from the Best of T+D: 2007-2009

ID Reflections

and Workplace Communities: Embedding social media within WBT courses reintroduces these social exchanges without sacrificing the cost savings or WBT's time-of-need "replay capability." If the learning organization doesn’t get into that 70 percent and use social media, they’re going to get left behind.

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70-20-10: Origin, Research, Purpose

Performance Learning Productivity

He been studying and supporting it for many years and is co-author of the highly acclaimed Six Disciplines of Breakthrough Learning: How to Turn Training and Development into Business Results (Pfeiffer, 2010). As early as 2002 Jay was describing the unrelenting focus on formal learning in terms of the ‘Spending/Outcomes Paradox’.

Research 176
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The Birth of Gamification (History of Gamification Pt.2)

Growth Engineering

2002 – ‘Gamification’ is born. Army to be a “cost-effective recruitment tool” The Serious Gaming Initiative (a project of the Woodrow Wilson International Center for Scholars) is founded. Aside from being a social tool, foursquare also let users collect badges and other achievements.