article thumbnail

2015 Year End Review

Association eLearning

This is our 2015 year end review. In 2015 we released the Knowledge Direct 7 Beta. ” For the second year in a row, Digitec Interactive has been named a Gamification Company to Watch by Training Industry. The post 2015 Year End Review appeared first on Knowledge Direct. So what have we done this year?

article thumbnail

2015 Year End Review

Association eLearning

In 2015 we released the Knowledge Direct 7 Beta. In addition to new technology and product offerings, we’ve been recognized by the Orlando Business Journal winning the Fast 50 Award, named a Gamification Company to Watch by Training Industry, and earned a Gold Pixie award from the American Pixel Academy.

Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

article thumbnail

eLearning Trends for 2015: Here to Stay or Go Away?

Association eLearning

Below is a list of eLearning trends we expect to see in 2015. Gamification. Gamification, not to be confused with game-based learning, is the use of game elements such as leaderboards and badges, in courses. In fact, gamification taps into the learner’s basic desires for status and achievement. Only time will tell.

article thumbnail

Gamification in eLearning

Tesseract Learning

Gamification in eLearning is the usage of gamified design elements in a non-game scenario. Due to reasons such as enhanced user engagement and increased motivation and engagement, gamification is being increasingly applied in eLearning. Game-based Learning versus Gamification in eLearning. Benefits of Gamification in eLearning.

article thumbnail

Did You Know This About Gamification?

LearnDash

Gamification popularity is nothing new to those who are heavily involved in the learning industry. Every course seems to have even the smallest amount of gamification integrated, be it online or in-person. Gamification is growing in both the corporate sector and in education. gamification' Did You Also Know…?

article thumbnail

2015 Reflections on Games and Gamification for Learning

Kapp Notes

It seems to me that the year 2015 was the year that gamification got “real” for learning and development. It still has a way to go but a number of instances seem to point to a more concrete and focused effort on making gamification work in learning and development and the spreading of the concept. billion in 2018.

article thumbnail

Making Learning Fun: Gamification

Origin Learning

A Gartner report says that by 2015, 50% of organizations managing innovation processes will gamify aspects of their business. In another case, 53% of the respondents participating in a Pew research found said that by 2020 gamification will be widely adopted by most of industries, communications scene and most of all education.