Ready Player None: The Pitfalls of Gamification
JANUARY 11, 2017
A 2014 Study by TalentLMS found that respondents were heavily in favour of gamification : This study built on 2013 research by the eLearning Guild which found that when content was delivered through gamification, learners scored: All together there’s a lot to like about gamification. Like all learning efforts, gamification is a solution that should be designed to solve a specific business problem. Length: 777 words. Reading Time: ~3.5 minutes.