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Ready Player None: The Pitfalls of Gamification

eLearning Alchemy

It’s hard to have missed the rise of gamification in the learning industry over the past few years. Self-proclaimed gamification “experts” have seemingly dropped from the sky to fill our conferences and social media channels. Avoid these gamification pitfalls, or you could end up losing at your own game. Reading Time: ~3.5

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When to use #Gamification

Kapp Notes

Some ideas on when to use #Gamification. ( a sneak peak of my 2014 Gamification Fieldbook). Gamification can be used to accomplish a number of goals related to learning. Adding game-elements can be done at the structural level of gamification through points and badges.

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Using Gamification for Human Resources

Origin Learning

Gamification is penetrating into every field possible and not just for entertainment purposes. In case you’re wondering what gamification is, it is the process of applying gaming techniques and game design mechanisms in non-game related areas to motivate and entertain people, thereby achieving a particular goal. The present.

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Need for Personalized Gamification in Organizations

Ed App

What is Gamification design? Gamification design is a strategy that applies game mechanics and elements of gameplay to the learning content with an intent to engage learners. Gamification has been in vogue for years, but it is only in recent times that corporates have begun using this in the training context.

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How Games & Gamification Can Help Align Processes and Procedures

Knowledge Guru

In an article on process training I wrote for our BLP Lessons on Learning blog, I shared that 41% of respondents to our 2014 Learning and Remembering Survey listed policies, process, and procedures as the primary type of knowledge employees must know on the job. How can games and gamification help align processes and procedures?

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2013 Hottest E-Learning Trends [INFOGRAPHIC]

LearnDash

Some of the more significant trends include: Gamification - This is arguably one the most exciting developments. In fact, if your LMS does not have a form of gamification ( even a simple achievements model ). It will be fascinating to see where we are at the end of the year and heading into 2014. It should).

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Beyond winning points: reflections on ‘gamification’ (Part 1)

Saffron Interactive

42% of game players believe that computer and video games give the most value for their money, compared with DVD’s music or going out to the movies. But that said, what is it that makes the experience meaningful to the player? What is it that makes the player play and want to play more? 47% of gamers are women.