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Gamification and learning: Talent Management Part 3

“Every single social and global issue of our day is a business opportunity in disguise.” Peter Drucker writes. To find these opportunities is crucial for the development of businesses and requires business intelligence, knowledge creation, operational excellence and talent management. However, the organisation’s quest for excellence concerns not only new opportunities but all parts of the business, which results basically rely on its employees and their talent. Thereby, the training of talent is essential for… Continue reading

Gamification and learning – benefits and trapdoors Part 1

This is an updated version of an article that was published a few years ago It empowers creativity, trigging curiosity, gets the mind spinning and gives pride when finishing a task, the list can be made very long on why computer games engage so many people. It is estimated that one billion people around world play games at least one hour per day. At the same time 81 per cent of the global labour force… Continue reading

Gamified Virtual Training to sell Cars

eLearningworld News The German car manufacturer Audi has chosen a gamified path to train salesmen in partner-companies. It is focusing on skills improvements in service and dealer development, and it is introduced by the Audi Virtual Training. The trainee uses an avatar to walk around in a virtual game environment in the form of an Audi branch office. During the session, the trainee meets customers, talk to other employees and performing other related work tasks. A… Continue reading

Engaging tech to improve policy-making

eLearningworld News In the intersection of technology, social sciences and design the founders of Fields Of View are creating games to improve policy-making. The clients are on every level from local authorities to the UN. This as an answer to questions like, how to make policymaking more relevant in people’s lives, how to make policymaking more responsive to societal transformations, and how to make policy-making more efficient by shortening the time from idea to final… Continue reading

The transformative potential of AI and Gamification in Healthcare

eLearningworld News At the summit on transformative artificial intelligence technologies in biomedical sciences and healthcare hosted by MIT, Robert Califf, the vice chancellor for health data science at Duke University and former FDA commissioner said the following: “Things have to change, but the fundamental that shouldn’t change is that you have to validate that your technology has human benefit and the benefits outweigh the risk for the intended uses.” And Phillip Sharp, an MIT Institute… Continue reading

To improve cybersecurity awareness in an organisation, new report

eLearningworld News A new report from McAfee shows that 46 percent of respondents believe that the number of cyberthreats will increase and where some think it will be impossible to defend against them. The problem becomes much worse because of “the cybersecurity skills crisis”, according to the respondents. Automation is seen as one key ingredient in the struggle against the cyberattackers. While to make people engage in the more manually required tasks gamification is forming… Continue reading

To activate content marketing with a VR-experience – Nike breaking new ground

eLearningworld News Reactland is a new campaign in form of a virtual reality game from Nike directed towards customers in four shops in China. The game lets the customer’s test drive the shoes in a virtual environment in form of an avatar. Where they run and jump in a rough training session that shows the shoe’s ability, but without any danger for shopper’s own safety. It includes every terrain you can imagine around the world… Continue reading

Content Marketing trends from Collaborative to Tech – Trend 4 of 5

Engagement with dynamic content Dynamic content adapts to the audience on an individual basis and includes interactivity as an invitation for the viewer to become a collaborator or player. The concept makes the marketing go from one-way-broadcasting to involvement, interaction and co-creation. With digital technologies, the possibilities are endless for the content marketer with different forms of gamification, games, personal design, interactive video etc. Where the gain for the audience besides boosted engagement can be… Continue reading

Making Education adapt to the Digital Age with AI, Blockchain and Gamification

LEARNING DESIGN IN PRACTICE FOR EVERYBODY  > PART5 > NEW SECTION FEBRUARY 13 2018 Boosted involvement and engagement, deepened personalisation and streamlined administration, this is what these technologies basically accomplish for education, but there is loads of added value beyond this. And since the digital age is triggered by trial- and error applications, embraces and demand individual talent and skills, and mobility and automation is other signs of the time, gamification, artificial intelligence and blockchain… Continue reading