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2014 Reflections on Gamification for Learning

Kapp Notes

The year 2014 was a fantastic year for gamification with lots of companies engaging in gamified solutions, more and more people understanding what gamification is all about and several well known technology companies taking the plunge into gamification. As well as some interesting vendor offerings in the field.

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Gamification of Learning and Instruction Blog Book Tour Week One Recap

Kapp Notes

The first week of the blog book tour has ended and it has been a fantastic week with informative blog posts, information and opinions about gamification and even a bit of controversy. In some areas it doesn’t work or even make sense to add “Gamificaton” We need to be careful how we apply “Gamification.”

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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. Gamification provides a way to do that.

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Gamification in E-Learning – Are you really learning?

eLearning 24-7

If you have been calculating the points while viewing the stats you would have seen: Gamification market will reach 2.8 70% of the Global 2000 will have at least one gamified application by 2014 (Gartner). 53% believe that by 2020, gamification will be wide spread (Pew Research Center, based on those surveyed). Not at all.

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Gamification of Learning and Instruction Blog Book Tour Week One Recap

Kapp Notes

The first week of the blog book tour has ended and it has been a fantastic week with informative blog posts, information and opinions about gamification and even a bit of controversy. In some areas it doesn’t work or even make sense to add “Gamificaton” We need to be careful how we apply “Gamification.”

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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 . Another 3D vendor doing well is VirtualU. Without practice in training or learning, nothing sticks! Well done in 2011.

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Five Reasons You Can’t Ignore Gamification

CLO Magazine

There may just be whispers about it in the workplace now, but if learning leaders haven’t heard much about gamification yet, they will soon. But gamification is more than newfangled training. The challenge now is in understanding why gamification is so effective and how to introduce it seamlessly into an organization.