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

ID Reflections

Shaffer in How Computer Games Help Children Learn (quoted by Harold Jarche in T+D) Creativity is a conversation--a tension--between individuals working on individual problems, and the professional communities they belong to. Gartner has recognized CoPs as one of the five best practices for increasing organizational agility.

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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 buzzword fame in 2011 when Gartner (the go to company that assesses and decides whether to invest in specific technologies) officially added it to its “Hype Cycle” list. A design style. So what is Gamification?

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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 buzzword fame in 2011 when Gartner (the go to company that assesses and decides whether to invest in specific technologies) officially added it to its “Hype Cycle” list. A design style. So what is Gamification?

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SEO for Course Creators with Ken Marshall from RevenueZen

LifterLMS

What is Social Selling and How is it different from General Social Media or Influencer Marketing? It can be hard to tell the difference between being an influential social media user and selling through social media. Both activities are important, but one focuses on helping others grow and make money.

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Gamification in ACTION

Learnnovators

Here are some amazing insights (in the form of excerpts from some of the authoritative survey findings that we reviewed): “ Although the term ‘gamification’ was coined by Nick Pelling back in 2002, it didn’t gain popularity till 2010.” – Andrzej Marczewski. “ Case Studies. Gamification Solutions. Presentations. Articles.

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GAMIFICATION IN ACTION

Learnnovators

Here are some amazing insights (in the form of excerpts from some of the authoritative survey findings that we reviewed): “ Although the term ‘gamification’ was coined by Nick Pelling back in 2002, it didn’t gain popularity till 2010.” – Andrzej Marczewski. “ Serious game mechanics will be embedded in daily life by 2020.” – Pew Research. “