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What is the future of sales enablement?

CLO Magazine

When I joined a sales training team in 2012, digital training resources and virtual training were finally gaining some good traction. An example of a response to the buying process is the “DSR”—the digital sales room—a term used by Gartner in 2020. Another approach is to optimize the corporate software programs.

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Using Gamification for Human Resources

Origin Learning

Gamification is slowly gaining popularity and soon many organizations will adopt gaming as a part of their work-related programs. According to researchers in 2012, less than one in 10 employees were actively engaged in their work whereas the others were ‘not engaged’ (60%) or ‘actively disengaged’ (32%).

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2014 Reflections on Gamification for Learning

Kapp Notes

And to add to this mayhem, this year Gartner added the concept of “digitally designed” to t’s definition of gamification creating a firestorm among gamification pundits proclaiming gamification can be done without the need for computers. Gamification will continue to have a nebulous definition, use that to your advantage.

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How Can You Combine Mobile Learning And Gamification To Create High Impact Training?

Adobe Captivate

According to Ambient Insight 2012–2017 Worldwide Mobile Learning Market Report, 74% of learners use mobile devices for eLearning. According to Gartner Research, 79% of the participants (both corporate learners and university students) said that they would be more productive and motivated if their learning environment was more like a game.

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Everything You Must Know Before Selecting Gamification Services

Hurix Digital

An integral element of any learning or training program, gamification helps to simplify learning and make it more immersive and interactive through active participation and observation. In 2012, Gartner had predicted that 80% of gamification projects would fail to reach business objectives primarily due to poor design.

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How Can You Combine Mobile Learning And Gamification To Create High Impact Training?

EI Design

According to Ambient Insight 2012–2017 Worldwide Mobile Learning Market Report, 74% of learners use mobile devices for eLearning. According to Gartner Research, 79% of the participants (both corporate learners and university students) said that they would be more productive and motivated if their learning environment was more like a game.

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Five Reasons You Can’t Ignore Gamification

CLO Magazine

At the annual National Retail Federation conference held in January 2012, gamification was touted as the next form of work-based social media where people interact and socialize around a common bond of knowledge, competitive strategy and fun. Delta Air Lines tackled this challenge with its call center professionals in 2012.