Five ways to ‘gamify’ your elearning
MARCH 25, 2014
For example, in a course aimed at helping people to spot bribery in the workplace, a user may be presented with the option to take a client out to lunch at a fancy restaurant or to provide them with a takeaway sandwich. In the world of elearning we have the problem of providing a reward ‘worth having’ that cannot be financial or hold any monetary value. This gives the learner a virtual persona they can see improving over time, providing instant gratification for their actions.