VARK Model In eLearning Gamification For Effective Corporate Virtual Training Solutions
Tesseract Learning
MAY 1, 2022
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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