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Gamification as a Learning Strategy – A Foolproof Method for Creating Effective eLearning

Origin Learning

Gamification – An Overview “Gamification” as a term was introduced by British computer programmer and inventor Nick Pelling in 2003. The post Gamification as a Learning Strategy – A Foolproof Method for Creating Effective eLearning appeared first on Blog - Originlearning.

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7 Things About eLearning Your CEO/Executive Director Wants to Know

Association eLearning

Who will benefit, and how will you show that this method will engage your learners better than traditional training methods and courses? So here are some facts to take to the boss: A 2014 MIT study proved that eLearning is just as effective as traditional learning. Will they be new hires? Will you use this as a development tool?

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Competition & Cooperation in Gamification

Kapp Notes

(Crawford, 2003). To be most effective, the competitive environment created with structural gamification needs to have the follow elements. Primarily used in content gamification, working together to overcome a challenge or solve a mystery is a method of adding game elements to instruction. 2003) Chris Crawford on game design.

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Manage Cognitive Load in Digital Learning

B Online Learning

CLT is “a universal set of instructional principles and evidence-based guidelines that offer the most efficient methods to design and deliver instructional environments in ways that best utilise the limited capacity of working memory” (Clark et. It’s universal so applies to all types of content, delivery methods and people. References.

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Agile Microlearning Explained

Learner engagement and retention doesn’t have to be a mystery. Cognitive science theories already supply the answers. Learn how OttoLearn packages them into a single platform you can use to deliver microlearning based reinforcement training, and go beyond completions to focus on outcomes.

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7 Key Reasons Microlearning Enhances Sales Training

Hurix Digital

Organizations realize that they must constantly improve their training modules for effective sales skill enhancement if they wish to beat the competition and increase revenue. The term “microlearning” was coined in 2003 by Research Studios Austria to describe learning in small steps. There are 5.7

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Gamification: Why It’s Good

LearnDash

Coined in 2003, the term “gamification” did not take off in usage until about four years ago. The basic points and badges method will always be relevant. However, new technologies, applications, and APIs will bring about new methods for effective gamification across a large variety industries. What It Is. gamification'