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Making Learning Fun: Gamification

Origin Learning

A Gartner report says that by 2015, 50% of organizations managing innovation processes will gamify aspects of their business. In another case, 53% of the respondents participating in a Pew research found said that by 2020 gamification will be widely adopted by most of industries, communications scene and most of all education. Gamification. Gamification is the integration of game-like elements into any activity in order to encourage engagement in it.

The Role of Gamification in Corporate Learning

Your Training Edge

Gamification has far-flung effects on the corporate learning. In this post, I am going to share the role of gamification in corporate learning. This article will open up the ways to find out about advantages of gamification and ease of ameliorating corporate learning. Gamification is an application of elements and principles primarily used in gaming for the creative, productive and engaging learning experience. Gamification makes wholly amicable learning environment.

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Gamification is Increasing Learner Engagement

Your Training Edge

In this article, I am going to introduce you a novel concept of Gamification that has been transforming a lot of aspects in the world of learning and development. Even in many of the MOOCs, this technique is being adopted for better learning outcomes. In this post, let me share you whether gamification really works for increasing learner engagement or not, but before that, it is necessary to explore this term little bit.

Using Gamification for Human Resources

Origin Learning

Gamification is penetrating into every field possible and not just for entertainment purposes. In case you’re wondering what gamification is, it is the process of applying gaming techniques and game design mechanisms in non-game related areas to motivate and entertain people, thereby achieving a particular goal. Gamification is slowly gaining popularity and soon many organizations will adopt gaming as a part of their work-related programs. Yes, you read that right!

Gamification, Virtual Worlds and The Gartner Hype Cycle

Kapp Notes

For those of you who do not know, the Gartner Hype Cycle is a graphical depiction of technology on a curve showing where technology is in terms of maturity. The Hype Cycle provides strategists and planners with an assessment of the maturity, business benefit and future direction of certain technologies. There may be some successful applications of a technology, but there are typically more failures.

Fear of using Gamification in Corporate Training

Your Training Edge

This article aims not just to discuss the fear of using gamification in corporate training, but also to tackle it in the most optimal ways. Through my previous posts, you must have known that while it is not a very new idea, gamification has been expanding in recent years since organizations determine how best to apply it. More lately, though, gamification has also been applied in other aspects, more specifically, being put internally to the employees themselves.

Gamification and the Hype Cycle

Your Training Edge

Taking an in-depth look at the Gartner Hype Cycle as it applies to Gamification and predictions for millennial training. As gamification moves from the early adoption stage to becoming more broadly accepted across all arenas it will prove to be a useful tool within training programs across a variety of industries. In order for gamification to be successful it can’t just rely on badges, leader boards and points. Gamification Market Forecast ( [link] ). .

The Other Side of Simulation: Gamification is Everything!

Your Training Edge

Gamification is just now beginning to be taken seriously within the simulation industry making organizations sit up and take notice. Despite only being recently introduced, gamification is one of the largest movements of our time. Let’s first look at some statistics so you don’t just have to just take my word for the infinite possibilities that gamification applies to the simulation industry.

The Gamification Explosion (History Of Gamification Pt.3)

Growth Engineering

If you’ve been following out History of Gamification series, you’ll have learned all about the pioneers who laid the groundwork for the world we live in today. Pt1: Countdown to Gamification . Pt2: The Birth of Gamification . With companies like Bunchball and Foursquare generating user engagement with game mechanics, the potential of gamification was starting to get noticed in a big way. 2010 – Gamification changes the world. Gamification Co.

Technology-Enabled Learning: What Will 2015 Bring?

Your Training Edge

So, what will 2015 look like for corporate training and technology-enabled learning? This is going to be a big year for technology-enabled learning. Here are my seven predictions for workforce education and learning technologies in 2015. New technologies will emerge that will significantly boost the effectiveness of online learning. We will see more high-quality examples of gamification.

Gamification and eLearning

eFront

however just how effective is gamification in improving learning. What is gamification? 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. Impact of gamification. Enterprise gamification.

Gamification and Serious Games Headed to the Mainstream

Knowledge Guru

Gartner Group, which monitors trends across many industries, has labeled gamification as a trend that is sliding into the “trough of disillusionment” within the education industry. Instead, it means that gamification and learning games are moving toward mainstream usage and beyond early adoption stage. Custom initiatives will also get better as people make more thoughtful choices on what type of game or gamification to implement… and when to do it.

A Transformative Year for Corporate Training

Vitalyst

Earlier in this series , we highlighted some of the technology-related factors that transformed work in 2017—among them, increased cloud adoption, a growing emphasis on collaboration, and a drive toward broader and deeper technology integration.

A Transformative Year for Corporate Training

Vitalyst

Earlier in this series , we highlighted some of the technology-related factors that transformed work in 2017—among them, increased cloud adoption, a growing emphasis on collaboration, and a drive toward broader and deeper technology integration. Increased cloud adoption is one of the contributing factors. In October, Gartner reported that 2016 software as a service (SaaS) revenue was greater than expected—$48.2

Thinking About Gamifying Your Training? Read This First

Your Training Edge

Gamification is often touted as a sure-fire strategy to increase employee engagement, because people like points, right? But there is a dark side here: many gamification implementations fail. In 2012, Gartner predicted that by this year, 40% of Global 1000 organizations would “use gamification as the primary mechanism to transform business operations.” According to Gartner, these implementation were not doomed to fail because gamification is a bad concept altogether.

How Social Learning is Powering Up Today’s Workplaces

Learnnovators

Through 2015, 80% of social business efforts will not achieve the intended benefits due to inadequate leadership and over emphasis on technology.” – Gartner . He also shares his advice on the strategies that organizations need to adopt in order to address the key challenges this form of learning poses. It is poised to evolve further in the coming years, leveraging the power of other emerging technologies (such as higher forms of gamification and learning analytics).

Creating a winning gamification strategy

Aptara

Creating a winning gamification strategy. Gamification has proven to be an effective tool in both academic and business environments. Markets and Markets estimated that the global gamification market will grow from its 2015 value of $1.65 Gamification insights and outlook.

Diving into the Emerging Scope of Learning Games for Workplace Training at the Game Developer Conference 2018 – Part 1

G-Cube

One of the most promising things about technological changes is that it happens at a very fast pace. Modern organizations are investing in adopting game-based learning approach to stay ahead of the curve. As per Gartner, the game-based learning market is expected to reach $11 billion globally by 2020. GDC brings thousands of game designers, artists and programmers from all over to share new ideas and technological moves that will change the training landscape.

HOW SOCIAL LEARNING IS POWERING UP TODAY’S WORKPLACES

Learnnovators

Through 2015, 80% of social business efforts will not achieve the intended benefits due to inadequate leadership and over emphasis on technology.” – Gartner. He also shares his advice on the strategies that organizations need to adopt in order to address the key challenges this form of learning poses. It is poised to evolve further in the coming years, leveraging the power of other emerging technologies (such as higher forms of gamification and learning analytics).

Go Beyond Badges And Leaderboards: 5 Examples Of Gamification In Corporate Training

EI Design

With the usage of gamification in corporate training maturing, the focus is shifting on adopting strategies that can further leverage on it. In this article, I share 5 gamification examples that go beyond just badges and leaderboards. Gamification In Corporate Training: Beyond Badges And Leaderboards. Why Should You Adopt Gamification As A Significant Strategy To Engage Your Employees And Boost Performance? Gamification of personal development.

Game Changing Training

Your Training Edge

Training is no more a thing that revolves around traditional paradigms; rather it includes amazingly innovative and more fruitful technological tools and smart strategies that we could only think of in the past. Making technology friendly. Technology is growingly the essential element of every aspect of our work, in every industry and managers must be updated with latest developments in order to pull the benefits to learners (employees) and business profitability.

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Merging Purpose with Design in the World of Gamification

Training Industry

Gamification and gamified elements have been a hot topic for the last year or two. However, too much of the conversation stays at the superficial level of how to make learning fun, without delving into the real reasons gamification works to change behavior. So why is gamification now a critical part of our tool box? This definition highlights gamification’s reliance on digital technology and the design of the user experience.

2016 eLearning Hype Curve Predictions

Web Courseworks

This year, we are placing our annual (and very popular) learning technology predictions on the the hype cycle. Our 2016 eLearning predictions set in terms of Gartner’s hype cycle. Online learning lags behind other industries in adopting new technologies. This is not because people in online learning are not interested in new technologies; it’s because we’re not a high-revenue industry compared to giant industries like consumer goods.

Gamified Applications for Training

Your Training Edge

How gamification has had an effect on the training industry. While there are a number of skeptics out there of training through gamification and simulation; gamified simulations have become an extremely popular and very effective training medium. Gamification in 2012 Report, M2 Research. Gamification, games based on scenarios and problem solving, aka “Serious games” make for a great approach to presenting training and education in any easily digestible format for the user.

Top 10 Competencies of a Gamified Learning Designer

Learnnovators

It is exciting to be part of the learning revolution happening all around us, with new learning paradigms and technologies emerging almost on a daily basis. Gartner predicts that this year, 80% of the current gamified applications by companies will fail to meet business objectives. The primary reason cited for this (failure) is ‘poor gamification design’. Gamification is universally getting accepted as a valid learning strategy today.

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2016 eLearning Hype Curve Predictions

Web Courseworks

This year, we are placing our annual (and very popular) learning technology predictions on the the hype cycle. Our 2016 eLearning predictions set in terms of Gartner’s hype cycle. Online learning lags behind other industries in adopting new technologies. This is not because people in online learning are not interested in new technologies; it’s because we’re not a high-revenue industry compared to giant industries like consumer goods.

2017 eLearning Predictions: Updated Hype Curve

Web Courseworks

Here is the short, graphical version: Our 2017 eLearning predictions set in terms of Gartner’s hype cycle. And below the fold, the long version, broken into the five stages popularized by Gartner: Innovation Trigger. As I wrote last year, “Online learning lags behind other industries in adopting new technologies. This is a possible reason to expect quicker adoption. The use cases are clear, but the technology is not so easy to deal with right now.

8 Corporate Learning Trends in 2017

Enyota Learning

However, there still are a few aspects that need to be focused on to make it a universally adoptable and financially viable across geographies. Hence, social learning is a trend to watch and adopt in today’s corporate learning courses. Gamification. So why is gamification here to stay in the list of trends for 2017? Thus, 2017 could be the year to fetch some real traction towards gamification!

TOP 10 COMPETENCIES OF A GAMIFIED LEARNING DESIGNER

Learnnovators

It is exciting to be part of the learning revolution happening all around us, with new learning paradigms and technologies emerging almost on a daily basis. Gartner predicts that this year, 80% of the current gamified applications by companies will fail to meet business objectives. The primary reason cited for this (failure) is ‘poor gamification design’. Gamification is universally getting accepted as a valid learning strategy today.

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2017 eLearning Predictions: Updated Hype Curve

Web Courseworks

Here is the short, graphical version: Our 2017 eLearning predictions set in terms of Gartner’s hype cycle. And below the fold, the long version, broken into the five stages popularized by Gartner: Innovation Trigger. As I wrote last year, “Online learning lags behind other industries in adopting new technologies. This is a possible reason to expect quicker adoption. The use cases are clear, but the technology is not so easy to deal with right now.

How Does Game-based Learning Optimize Learner Engagement, Promote Instant Feedback, Create Risk-free Training Environment, and More?

G-Cube

4 Key Reasons to Adopt Game-based Learning Approach as an Effective Corporate Training Strategy. Companies from diverse industry verticals adopt game-based learning strategy- leading to increased workforce engagement, better performance, higher knowledge retention, and high level of confidence among employees. As per the study by Gartner, the game-based learning market is expected to reach $11 billion globally by 2020. Gamification Game-based learning

G-Cube’s Awards & Accolades 2018: Celebrating Achievements & Success – Video Blog

G-Cube

We gained global recognition across by some of the leading industries including Brandon Hall Group, World HRD Congress, Learn Impact Awards, TrainingIndustry, eLearningIndustry, Gartner and others. We won in multiple categories which include Best Use of Mobile Learning Apps, Best Blended Learning Solution, Best Custom Content, Best LMS for Extended Enterprise Learning , Best E-learning Widespread Adoption, Best Use of Games or Simulations, Best Sales-Enablement Training Solution and more.

Year End Musings, Reflections, Predictions and Thoughts: Part One

Kapp Notes

” The movement, much aligned by many, toward gamification is a direct back-lash against non-engaging learning events, mostly on-line but in face-to-face classrooms as well. Gamification . Huge discussion broke out on this blog on the concept of Gamification (see In Defense of the Term “Gamification” as used by Learning Professionals and follow the discussion.)

Corporate eLearning in 2017: 6 key trends to be aware of

TalentLMS

eLearning in a corporate setting has to be structured, compliant with various regulations, universally adoptable and financially viable across many geographic regions. Some of these are rather revolutionary ideas ; many, however, are in fact older trends that – astonishingly – haven’t been widely adopted specifically within a corporate eLearning setting as of yet. Gamification. Corporate eLearning is in a class of its own – but it’s not isolated from other business elements.

5 Mobile Learning Trends In Vogue

CommLab India

According to Gartner , by 2017, 90% of corporate organizations will support some form of BYOD. Gamification is a learning strategy offering interactive experiences that actively engage and motivate learners in the learning process. Tapping the potential of gamification on mobiles is a rising trend. You can even allow your LMS to adopt the Tin Can API to avail its benefits as did Moodle and Blackboard LMSs. Learning Technology mobile learning

Top Learning Systems Trends – A 2019 Extended Enterprise Market Guide

Talented Learning

Explorance acquired Gartner Metrics That Matter. Fortunately, the consumerization of business technology has changed all that. Often, gamification capabilities are also built into the process. It’s often by SaaS software applications for customer onboarding and ongoing education, where it is proving its value in driving product adoption and retention. #4 How quick wins and clear milestones drive engagement and adoption.

10 Reasons Why You Need a Mobile Learning Management System 

Hurix Digital

After all, early adopters of mobile LMS have understood that learning shouldn’t be enforced, but flexible and on-demand. According to a study by Gartner , 70% of on-the-go professionals tended to business needs on their personal mobile devices in 2018. A well-developed solution uses gamification, interactive videos, and micro-learning to make the entire training experience a delight. It is by far the most advanced learning technology available in today’s time.

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