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Gamification and eLearning

eFront

Karl Kapp, author of The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education, defines it as the use of game-based mechanics, aesthetics and game thinking to engage people, motivate action, promote learning and solve problems. About the author. What is gamification?

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Jay Cross – Crystal Balling with Learnnovators

Learnnovators

He was the first person to use the term eLearning on the web. Jay is a change agent, futurist, speaker , and author whose insights and stories will expand your perspective and enliven your meetings. eLearning is great for learning some things; IT skills come to mind. eLearning scales. Canada, Austria, U.K., They co-exist.”

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JAY CROSS – CRYSTAL BALLING WITH LEARNNOVATORS

Learnnovators

He was the first person to use the term eLearning on the web. Jay is a change agent, futurist, speaker , and author whose insights and stories will expand your perspective and enliven your meetings. eLearning is great for learning some things; IT skills come to mind. eLearning scales. Canada, Austria, U.K., They co-exist.”

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63 Great eLearning Posts and Hottest Topics for November 2010

eLearning Learning Posts

And I feel honored that social signals came in granting my post on eLearning Strategy top spot. Top 35 Articles on eLearning Strategy - eLearning Technology , November 1, 2010I’ve been recently working on lots of eLearning strategy consulting engagements and one of my colleagues asked me to provide a set of resources around this topic.

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Sahana Chattopadhyay – Crystal Balling with Learnnovators

Learnnovators

ABOUT SAHANA CHATTOPADHYAY (Social Learning & Collaboration Strategist, Performance Consultant Exploring Emergent Learning, Blogger). Sahana Chattopadhyay is a performance consultant and an L&D professional with 15 years of experience in the field of academia and organizational learning.

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Free L&D webinars for August 2019

Limestone Learning

Thursday, August 1, 2019, 9AM – 10AM PT: gomo Authoring: Authoring technology for Modern Learning Design Today’s modern learner demands specific requirements when it comes to skill development. A survey by CEB, now Gartner, revealed that more than 50% of new managers fail. How does that change how we design?

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Gamification in ACTION

Learnnovators

By 2014, more than 70% of global 2000 organizations will have at least one ‘gamified’ application.” – Gartner. By 2014, 80 percent of current gamified applications will fail to meet business objectives primarily due to poor design.” – Gartner. .” – Gigya Survey. Case Studies. Gamification Solutions.