Remove Analytics Remove Player Remove Simulations Remove Virtual World
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Revolutionizing Employee Training: McDonald’s POS Training Simulator

Epilogue Systems

Introducing the McDonald’s POS Training Simulator, a gamified learning experience that’s not just teaching new hires how to work the register, it’s capturing the hearts (and thumbs) of the internet. This article delves into the concept of training simulators, focusing on McDonald’s unique approach.

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Incorporating Metaverse into Corporate Training Programs in 2023: A Look into the Future

Infopro Learning

Neal Stephenson, a science fiction author, coined the term “metaverse” to describe a shared virtual world where users can interact with each other and even with virtual objects in real-time. The metaverse, or virtual reality environment, has many benefits for corporate training programs.

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Revolutionizing Soft Skills: The Role Of eLearning In Personal Development

HexaLearn

Interactive simulations, virtual scenarios, and gamified exercises make the learning experience dynamic and memorable. Instead of passively reading about communication strategies, eLearning platforms can simulate real-world scenarios. Imagine being in a virtual workshop about teamwork.

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ASTD ICE 2013 Presentation Resources

Kapp Notes

Raptivity (Simulation Pack). Walk a mile in digital shoes: The impact of embodied perspective-taking on the reduction of negative stereotyping in immersive virtual environments. See more research at the Stanford Virtual Human Interaction Lab. A vivid future self: immersive virtual reality enhances retirement saving.

ASTD 228
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10 Best eLearning Development Companies

ProProfs

gamification/simulations. Centralized virtual classroom software. Insightful reports & analytics. According to trainingindustry.com, AllenComm is one of the world’s most decorated corporate training companies. Learner analytics. Application simulations. Simulations. Modern player.

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#ASTDTK2013 Resources from ASTD Presentations

Kapp Notes

The “Immernet”: Immersive Learning through Games, Gamification and Virtual Worlds from Karl Kapp. Walk a mile in digital shoes: The impact of embodied perspective-taking on the reduction of negative stereotyping in immersive virtual environments. See more research at the Stanford Virtual Human Interaction Lab.

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TechKnowledge 2012 Presentation Resources

Kapp Notes

Walk a mile in digital shoes: The impact of embodied perspective-taking on the reduction of negative stereotyping in immersive virtual environments. See more research at the Stanford Virtual Human Interaction Lab. Simulating instructional roles through pedagogical agents. August 24- 26, Cleveland, Ohio, USA. & Kim, Y.