In 2013, Gartner had predicted that by 2015 more than 50% of corporate processes would be gamified and that 40% of the 1000 biggest companies in the world would deploy gamification in the quest for business benefits. The evidence of our eyes would suggest that gamification hasn’t enveloped us quite that much yet, but it’s fair to say interest on the appropriate use of gamification in eLearning is higher than it has ever been. This article explores gamification examples and what gamification means in the corporate eLearning context, using 3 gamification examples.
In the current setup, corporate houses are increasingly becoming inclined towards technology-aided learning, which is quite obvious keeping in view the close integration between work and learning. It is very essential for the Learning and Development function to find a clear link between the business objectives of the organization and individual development through learning. In this regards, learning initiatives with custom learning greatly helps in aligning both the personal and organizational objectives.
Irrespective of how much time you spend on designing and developing trainings, they could not be considered effective until and unless you have decided on some proven techniques to determine the success of these trainings. In this article I will share 4 tips on measuring the effectiveness of an eLearning course and finding out whether your employees have really learnt what you wanted to teach them.