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Our approach to gamification

Ed App

While games are old, the termgamification” is new. Gamification is the activity of applying gameplay methods to non-games to make them more engaging. According to experts , the term gamification didn’t become popular until 2010; however, people have been “gamifying” since the late 1800s. .

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Boosting Customer Engagement with Gamified Learning Paths

BrainCert

Enter gamification, the art of applying game-like elements to non-game contexts. Gamification Gamification, as a concept, began to gain attention and popularity around 2010 , but its roots trace back to the early 2000s.

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The Gamification Explosion (History Of Gamification Pt.3)

Growth Engineering

If you’ve been following out History of Gamification series, you’ll have learned all about the pioneers who laid the groundwork for the world we live in today. Pt1: Countdown to Gamification . Pt2: The Birth of Gamification . 2010Gamification changes the world. 2011 – Gamification Explodes.

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Psychology & Technology: 4 Ways to Engage Learners With Gamification

Litmos

The term was coined in 2002 by Nick Pelling , a programmer, but most most people probably became aware of gamification around 2010, when businesses started adding gamification to things like reward systems. Why is gamification important in workforce training? Customers in real life are seldom that forgiving.).

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Top 5 Platforms every Company with a Gig Workforce should use or know about?

QuoDeck

India’s gig economy comprises a market opportunity characterized by the prevalence of short-term contracts or freelance work instead of permanent jobs. A plethora of business models has come up in recent times leveraging the gig economy, such as rideshares, delivery models, service providers, etc.

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Enterprise Gaming – Once an Opportunity, now a Trend

QuoDeck

Having spent a large part of my career in the financial services space driving traditional business growth, using gaming to achieve business goals was not a cause I expected to be championing. We formed QuoDeck in 2010 to bring gaming into learning for enterprises. In fact, it was still at a nascent stage globally as well.

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Top 10 eLearning Predictions 2011 #LCBQ

Tony Karrer

We strongly believe the #LCBQ offers an opportunity to have something online that's like a sophisticated cocktail party. Lots of discussion and debate around interesting questions for eLearning professionals. We would welcome lots of discussion. This month's LCBQ is What are your Predictions and Plans for 2011?