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by Jennifer Neibert

Games, simulations, virtual worlds, alternate reality games (ARGs), and 3-D immersive environments… For anyone curious about the relationship between these mediums, or looking for commonsense guidance for designing such experiences, make a note to add Koreen Olbrish Pagano’s Immersive Learning to your reading list in 2014.

Review   |   February 12, 2014
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by Kapil Bhasin

Sooner or later, every learning and development or training department will come to a decision point about gamification. There will inevitably be discussions and disagreements about the details! This article provides some best practices in a helpful framework that may be very useful as you begin.

Feature   |   January 27, 2014
47    1

by Mayra Villar

Mobile users, as a group, display three different mindsets; game designers need to be aware of these mindsets and to cater to them. Fortunately, there are best practices to help you do this. Here are some considerations that can guide you through the process of creating mobile-enabled games.

Feature   |   December 16, 2013
16    0

by Nic Laycock

Where are we headed with technology-supported learning? One direction may be an immersive mashup of the massive online open course (MOOC) and the massive multi-player, online, role-playing game (MMORPG). This combination could help students collaborate with their peers and with tutors in the same way that on-campus students enjoy. Learn about it here!

News   |   October 3, 2013
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by Karl Kapp

Cricket Communications was seeking improved and more innovative ways to reach the sales professionals working in its retail locations by introducing mobile-enabled learning games to their existing platform. Here is the story of their highly successful gamification initiative!

Research   |   September 25, 2013
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by Eran Gal, Irad Eichler

A software company applied a social online peer-to-peer recognition game as part of its new values- implementation campaign. This case study demonstrates the opportunity that social gaming offers for the learning profession, as well as “lessons learned” and some conclusions for future applications.

Spotlight   |   September 18, 2013
40    1

by Patti Shank

“Freedom to fail” is a critical gaming feature that players leverage in order to improve their achievement of the various goals within a game. The “do-over” provides motivation and rewards engagement, and that is one more reason why game learning can be so powerful. The eLearning Guild’s latest research report discusses this and many other facets of gaming. Here’s an introduction.

Research   |   September 12, 2013
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by Karl Kapp

One of the struggles learning and development organizations have is keeping their sales forces up-to-date on new products and new product functionality. However, continually bombarding a sales force with online or stand-up courses can become burdensome. Here’s how Scott Thomas, director of product enablement for ExactTarget, approached this quandary.

Research   |   September 4, 2013
32    2

by Patti Shank

To be successful, eLearning must be interactive and engaging. The future of eLearning must therefore include both games and gamification to ensure that the engagement is built in. The latest research report from The eLearning Guild contains many case studies and plenty of research about games and gamification. Read about it here, and then go and download the report!

Research   |   August 15, 2013
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by Karl Kapp

In spite of a robust store-level safety and loss prevention awareness program, employees were not retaining or operationalizing the learning. With over 19,000 employees undergoing the training, it was becoming important for Pep Boys to find a way to make the learning stick over a longer period. The answer may surprise you: games. Read about how they did it.

Research   |   July 16, 2013
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