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VARK Model In eLearning Gamification For Effective Corporate Virtual Training Solutions

Tesseract Learning

he average spending on workplace training per employee worldwide in 2019 was $1308 [1]. The companies aim to carve out a training program that reduces the learning curve and increases ROI. Both game-based learning and gamification help to increase engagement and training outcomes. help to create a visual matrix.

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Free L&D webinars for September 2018

Limestone Learning

New learning helps too, and September is full of free webinars that can add to your knowledge stores! During the session, you will learn: About the latest eLearning trends, tools, and strategies to consider when building an engaging and future-proofed training program. Buying programs and support options.

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