Gamification in ACTION

Learnnovators

THE QUOTE: “ By no means are the concepts of game and gamification universally accepted as valid learning strategies, so we have some work to do in terms of educating more learning and development professionals of the value of these tools.”- THE JOURNEY: After our inspiring and thought-provoking interview with Karl Kapp, we were left wondering about the amazing possibilities of gamification and game-based learning. What is the present state of gamification?

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. A newer standard than even xAPI, Caliper is somewhat less ambitious than xAPI in the number of use cases considered and APIs specified. CHEST-Web Courseworks xAPI pilot. xAPI: We are big believers in xAPI.

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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. A newer standard than even xAPI, Caliper is somewhat less ambitious than xAPI in the number of use cases considered and APIs specified. CHEST-Web Courseworks xAPI pilot. xAPI: We are big believers in xAPI.

Clark Quinn – Crystal Balling with Learnnovators

Learnnovators

What would be your predictions on the future of organizational learning based on the present trends and emerging technologies (such as Ubiquitous Learning, Social Learning, Gamification and Game-based Learning, Learning Analytics, Personalized and Adaptive Learning)? I’m glad you separate out gamification from game-based learning (too few do), as the distinctions are critical. ABOUT CLARK QUINN (Learning Technology Strategist): Clark Quinn, Ph.D.,

2016 eLearning Hype Curve Predictions

Web Courseworks

Our 2016 eLearning predictions set in terms of Gartner’s hype cycle. Quick hits – sorting through recent entries in the Innovation Trigger bin: Gamification: Not serious games or games for learning, but “true gamification.” ” We’re putting this in here out of respect for WCW visionary David Wipperfurth, who claims that no one has done real gamification yet in eLearning. Peak of Inflated Expectations: xAPI and Badges.

2016 eLearning Hype Curve Predictions

Web Courseworks

Our 2016 eLearning predictions set in terms of Gartner’s hype cycle. Quick hits – sorting through recent entries in the Innovation Trigger bin: Gamification: Not serious games or games for learning, but “true gamification.” ” We’re putting this in here out of respect for WCW visionary David Wipperfurth, who claims that no one has done real gamification yet in eLearning. Peak of Inflated Expectations: xAPI and Badges.

2018 eLearning Predictions: Updated Hype Curve

Web Courseworks

Here it is: Our 2018 eLearning predictions set in terms of Gartner’s hype cycle. The Army Research Laboratory in Orlando, Florida (the Silicon Valley of simulation), is, a source tells us, leaning toward specifying xAPI (see below) as the standard for LMS-simulator communication. xAPI: It is eerie how xAPI has exactly followed the hype curve. At the peak of inflated expectations, xAPI was hyped as “next generation SCORM.”

5 Learning Trends to Watch at #ATD2016

Knowledge Guru

Games and Gamification. We’ve been supporting the use of games and gamification for learning for almost 10 years now. This trend is more mature than the others: Gartner says it is finally headed to the mainstream. Gamification is the application of game mechanics and game elements to non-game activities. A great example of adaptive learning that also uses gamification is the brain training platform Elevate , available for free on iOS and Android.

Trends 109

eLearning Hype Curve: Our Predictions for 2019

Web Courseworks

The Gartner Hype Cycle is the underlying theory of this project. The discussion of the concept or technology increases a bit – never reaching the previous level of buzz, because the only people with reason to discuss it are the actual users – and reaches a moderate, stable level: Gartner dubs this phase the Plateau of Productivity. Gamification is the idea that awarding points and levels and badges to your boring eLearning can make it engaging.

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 use authoring tools (Adobe Captivate, Adobe Storyline, and Lectora Inspire) to produce content compatible with xAPI.