Gamification of e-learning involves adding game elements to corporate training programs to improve learning outcomes. By 2015, 50% of organizations will gamify aspects of their business and 40% of Global 1000 companies will use gamification as their primary training mechanism. Gamification reduces stress, actively engages learners, increases motivation, allows for better learning reinforcement, and appeals to natural human instincts. When implemented effectively for corporate training programs, gamification can result in better learning and higher productivity.
The gaming industry is huge, and it can keep its audience consumed for hours, days and even weeks. Presentation shows how it all started, some best and worst practices and main principles of gamification.
Introduction to Gamification VS. Game-Based Learning (GBL) - Make An Engaging...Sherry Jones
September 17, 2013 - My Training Presentation prepared for educators at Colorado Community College System (CCCS).
Access this Slideshow: http://bit.ly/gamifyvsgbl
Questions or Comments? Contact me:
sherryjones.edtech@gmail.com
http://www.twitter.com/autnes
We presented this deck at the ESOMAR Congress 2011 conference in Amsterdam where it was nominated for "Best Methodological Paper".
The meat of this deck is a collection of case studies showing the efficacy of gamification in various BUSINESS contexts. It took us ages to contact and collate these various examples, so hopefully having them all in one place will save you time.
A big thank you very much to the various folks who helped us put this piece of research together!
If you have any questions, comments, requests, or are interested in the original paper that this deck is based on, please feel free to drop us a line :)
Organisations continue to search for the silver bullet that will deliver improved employee and customer engagement, facilitate more effective collaboration and drive innovation. Is "gamification" the answer, or is it just one more over-hyped and fashionable trend that promises much but delivers little? Gamification has indeed bubbled to the top of the Gartner hype cycle, but there is growing evidence that it is an effective business improvement change agent, with industry growth rates predicted to be 67% p.a. and a market worth £3.4 billion by 2018.
Gamification is about much more than simply rewarding points and badges, but rather understanding and influencing the human behaviours companies want to encourage among their employees and customers. Gamification is founded in the fundamentals of human psychology and behavioural science, and rests on three primary factors: motivation, ability level and triggers.
This session looks at some of the gamification strategies and techniques being used to influence behaviour change, and how these techniques can be used to facilitate more effective collaboration and employee/customer engagement.
Gamification - Defining, Designing and Using itZac Fitz-Walter
A presentation that describes the concept of gamification, it's roots, design and application. Minimal words, lots of pics and lots of fun to present. :)
Make sure to sign up to my weekly gamification newsletter: http://gamificationweekly.com
The gaming industry is huge, and it can keep its audience consumed for hours, days and even weeks. Presentation shows how it all started, some best and worst practices and main principles of gamification.
Introduction to Gamification VS. Game-Based Learning (GBL) - Make An Engaging...Sherry Jones
September 17, 2013 - My Training Presentation prepared for educators at Colorado Community College System (CCCS).
Access this Slideshow: http://bit.ly/gamifyvsgbl
Questions or Comments? Contact me:
sherryjones.edtech@gmail.com
http://www.twitter.com/autnes
We presented this deck at the ESOMAR Congress 2011 conference in Amsterdam where it was nominated for "Best Methodological Paper".
The meat of this deck is a collection of case studies showing the efficacy of gamification in various BUSINESS contexts. It took us ages to contact and collate these various examples, so hopefully having them all in one place will save you time.
A big thank you very much to the various folks who helped us put this piece of research together!
If you have any questions, comments, requests, or are interested in the original paper that this deck is based on, please feel free to drop us a line :)
Organisations continue to search for the silver bullet that will deliver improved employee and customer engagement, facilitate more effective collaboration and drive innovation. Is "gamification" the answer, or is it just one more over-hyped and fashionable trend that promises much but delivers little? Gamification has indeed bubbled to the top of the Gartner hype cycle, but there is growing evidence that it is an effective business improvement change agent, with industry growth rates predicted to be 67% p.a. and a market worth £3.4 billion by 2018.
Gamification is about much more than simply rewarding points and badges, but rather understanding and influencing the human behaviours companies want to encourage among their employees and customers. Gamification is founded in the fundamentals of human psychology and behavioural science, and rests on three primary factors: motivation, ability level and triggers.
This session looks at some of the gamification strategies and techniques being used to influence behaviour change, and how these techniques can be used to facilitate more effective collaboration and employee/customer engagement.
Gamification - Defining, Designing and Using itZac Fitz-Walter
A presentation that describes the concept of gamification, it's roots, design and application. Minimal words, lots of pics and lots of fun to present. :)
Make sure to sign up to my weekly gamification newsletter: http://gamificationweekly.com
Gamification in education implies gamifying or incorporation of gaming elements in educational environment. Gaming is a mean of entertainment and amusement which when applied as a teaching aid in otherwise mundane subjects can prove fruitful.
Gamification in learning is a technique which motivates the students to learn, influence their behaviour and enable them to engage in studies via gaming elements.
Source<> http://www.edubilla.com/articles/education-trends/gamification-in-education/
Jeremiah Grabowski, instructional designer at the SUNY University at Buffalo, presents "gamification in the classroom" • To Identify the principle characteristics of games and gamification, and
• Discuss how gamification principles can be integrated into education
I talked about gamification and it's usage in education and training for 2 hours in Tabatabayi University of Tehran. I'll try to prepare a small workshop in this subject.
This is a presentation a bout Educational Games.It has difinition and spicific components of educational games.Alsi it has uses in education and some examples of it.
Why games light up your hippocampus and exams do not. Quotes from researchers and speakers about gamification. Slides from the annual Moodle online conference May 2013. Full recording here: https://www.youtube.com/watch?v=02nHOIZY7V0
Gamification in education implies gamifying or incorporation of gaming elements in educational environment. Gaming is a mean of entertainment and amusement which when applied as a teaching aid in otherwise mundane subjects can prove fruitful.
Gamification in learning is a technique which motivates the students to learn, influence their behaviour and enable them to engage in studies via gaming elements.
Source<> http://www.edubilla.com/articles/education-trends/gamification-in-education/
Jeremiah Grabowski, instructional designer at the SUNY University at Buffalo, presents "gamification in the classroom" • To Identify the principle characteristics of games and gamification, and
• Discuss how gamification principles can be integrated into education
I talked about gamification and it's usage in education and training for 2 hours in Tabatabayi University of Tehran. I'll try to prepare a small workshop in this subject.
This is a presentation a bout Educational Games.It has difinition and spicific components of educational games.Alsi it has uses in education and some examples of it.
Why games light up your hippocampus and exams do not. Quotes from researchers and speakers about gamification. Slides from the annual Moodle online conference May 2013. Full recording here: https://www.youtube.com/watch?v=02nHOIZY7V0
Declassified: Athletes’ Stories about Disability Identities and the Paralympi...Andrea Bundon
Bundon, A. (2016). Declassified: Athletes’ Stories about Disability Identities and the Paralympic Classification System. The North American Society for the Sociology of Sport 37th Annual Conference, Tampa Bay, Florida, November 3rd, 2016.
Succession Planning and the Development of Your High Potentials - Webinar 06....BizLibrary
There are two separate and distinct aspects to effective succession planning initiatives. The organizational or strategic perspective usually dominates the conversation, and that’s okay. It’s at this level organizations make investments, drive the type of senior leadership involvement and generate alignment with organizational objectives that are the hallmarks of great programs. In the final analysis, however, succession planning success hinges on whether or not organizations effectively develop and nurture their next generation of leaders. We typically see this aspect of success planning referred to as “high potential” development and it’s frequently just shortened to the term “HIPO.”
The two dominant challenges to HIPO development are:
Selection of participants
Building effective development plans
In this webinar we will discuss emerging thought leadership on both subjects and provide some practical suggestions for development your own high potential employees.
Gamification of online learning - Case study & Best practicesMindTickle
Gamification – A Case in Point/ The Business Case
• Why & How of Gamification
• Illustrations of the gamification process
• Examples success stories
• What’s the ROI, ways to measure it
• Pitfalls of gamification for the sake of gamification
Renowned gamification author, speaker and professor, Karl Kapp joins Axonify CEO Carol Leaman to explore current myths surrounding gamification in corporate learning.
To view the full recording, visit http://www.axonify.com/gamificationwebinar
It is a challenge to engage learners and keep them awake during online training programs. Here is a presentation on "How do you keep learners awake?". In this presentation, we explore different ways in which interactivities can be used for making eLearning programs interesting and engaging.
Gamify your e learning! 6 Ways to Incorporate Gamification into eLearningLambda Solutions
Gamification has emerged as a significant trend in the field of learning and development in the past few years. By gamifying learning, you can harness the power of what people inherently love to do—have fun. But what is gamification and how can it be used effectively to motivate and engage learners?
Co-hosted by Paula Yunker, with 30+ years of instructional design experience—this webinar will explore what gamification is and how gamification can be used to create more meaningful, engaging and interactive eLearning experiences. We’ll discuss how you can create eLearning courses using principles of gamification that fit with your budget and we’ll also share examples of how organizations have successfully used gamification.
Topics covered are as follows. To listen to the recorded webinar, please visit: http://www.lambdasolutions.net/?p=6874
-What gamification really is
-The difference between learning games and gamification
-Using gamification to engage learners
-Getting started with gamification – what you need to know
-Six ways to incorporate elements of gamification regardless of your budget
-Successful examples of gamification in learning
Speakers: Paula Yunker, Managing Partner and instructional designer, Limestone Learning; Sean Hougan, Marketing Coordinator, Lambda Solutions
eLearning and Gamification are a perfect match, with gamification delivering stunning completion rates, especially with micro-learning sequences. Presentation given by Hadas Kasher of GamEffective at the Credit Union National Association (CUNA) - discussing gamification, learning and financial services
High-potential employees are the future leaders of your organisation and twice as valuable as other employees. Based on a decade of research and analysis from 6.6m staff assessments, "The HR Guide to Identifying High-Potentials" is a comprehensive look at everything you need to know to help your HiPo programme succeed.
Gamification of Employee Engagement & Company CultureD B
Based on a presentation made to a graduate class of students at Northeastern University. Describes how employee engagement evolved since the Taylorism era. Also explains the key role that Gamification can play within a company to increase employee engagement and improve the overall culture. Covers how to avoid the "Dark Side" of Gamification and the main problems associated with its growing popularity.
Without a doubt, “TECHNOLOGY” is changing HR functions. This “PRESENTATION” lays out what will change and why, as well as how “HR" professionals can prepare FOR FUTURE i.e. 2020
1 billion gamers are set to join the market in the next 10 years. They will be getting more and more mobile and especially in the emerging markets. Wouldn't it be great if we could tap into the 3 billion hours per week invested gaming, as an opportunity to make our applications more engaging.
This talk is an introduction to 'Gamification' a term that describes using game dynamics order to drive participation.
David Ulrich is a true HR Management Guru. His HR Model and his HR Roles and Responsibilities changed Human Resources as we know it.
The key HR Roles in the organization are:
HR Business Partner
Change Agent
Administration Expert
Employee Advocate
This HR Roles define the strategic framework for Human Resources Functions all around the Globe. The modern HR Management is defined using these simply defined roles to identify key tasks, goals and objectives for Human Resources in the organization.
David Ulrich defined the basic scope for Human Resources to become a strategic partner for the top executives in the company. The roles are strongly interconnected, but they deliver the real value added to the company, which is seen and valued by both management and employees.
The modern HR Department cannot exist without a well defined HR Model. The HR Model describes how responsibilities are split between HR units and employees in Human Resources. It defines how key HR tasks will be delivered and who will be accountable for the delivery.
Game-based Learning Webinar by GreenBooks & GamelearnShyam Sunder
1. Role of game-based learning in enhancing learning outcomes
2. Application of gaming elements in learning initiatives
3. An example of successful game-based learning module - Merchants
How to boost learning effectiveness and employee engagement at the same time?
Change your organization learning forever through game-based learning.
www.greenbookslearning.com
This webinar entitled Moving Gamification Beyond Points, Badges, and Leaderboards was a Q&A as part of the eLearning Chatter's Dialogues series. Participants sent in questions ahead of time and the webinar was structured as a conversation speaking directly to the issues that most interested and concerned the audience.
Carole Bagley - Elements of Effective Instructional Learning Game DesignSeriousGamesAssoc
Carole Bagley, Univ. of St. Thomas
This presentation was given at the 2017 Serious Play Conference, hosted by the George Mason University - Virginia Serious Play Institute.
Game-based learning is a form of game play with specific learning outcomes; it is instructionally designed to provide a balance between subject matter that needs to be learned, playing games, and the capability of the learners to apply the knowledge and skills in the real world. Whether you’re rolling dice or racing against the clock, adding gamification elements to e-learning courses is a great way to keep learners focused and motivated.
This presentation will focus on:
Elements of Game Based Learning
Critical Aspects in Game Creation
Demonstration of three games: Who wants to be a Millionaire, Backward Basketball and Dusty the Dragon.
Practical experience and challenges with the creation and use of Games in Learning will occur. Participants will be asked to join in the discussion.
Gamification of sales Playbook - The what, the why, and the how🎥 David Winter 🎥
The 'Gamification of Sales' playbook is designed to give you a basic overview on the what, the why, and the how of gamification. In 2016 90% of surveyed companies said that gamification had caused an increase in revenue. With this playbook, we'll help you take your first steps towards achieving the same.
In this playbook you will find:
An easy to understand overview of gamification.
The 3 key elements that define gamification and how these apply to your business.
The psychology that helps gamification drives better results and behaviours from your team.
The 10 core machines of a gamified work system.
Some top tips on how to start applying gamification to your business/team.
This script is from a webcast that I prepared for a Fortune 500 company earlier this year. Because of a prior booking, I was unable to be at their event live, so we decided on an interactive webcast. I added soft-core gamification elements to the webcast to demonstrate the power of even these simple techniques, and also to help keep the audience engaged with the information.
Annual Sales Meeting June, 2014
Webcast for Sales Directors and their teams
You can access the presentation Gamification 101: Are You Ready for the Gamers? at: http://www.slideshare.net/monicacornettientreprenow/monica-cornetti-gamification-101-2020-workforce-presentation-for-private-client
About The Presenter: A gamification keynote speaker and curriculum designer, Monica Cornetti is rated as the #1 Gamification Guru in the World by UK-Based Leaderboarded. She is the author of the book Totally Awesome Training Activity Guide: Put Gamification to Work for You. Monica’s niche is gamification used in the corporate environment.
Contact Monica for information about hiring her to work with your group and learn how to apply gamification strategies that produce measurable, value-added ROI to your employee or client engagement strategies. monica@monicacornetti.com
Connect with Monica (@monicacornetti) www.monicacornetti.com
Estimates of the 2011 corporate e-learning market range from $26bn to $35bn worldwide. The best companies also spend more on e-learning relative to the total training budget. Yet, according to a CrossKnowledge survey of these global corporations, e-learning completion rates average barely 30-40%. These problems also span across to the education industry, where schools want to continue engage our generation gamers beyond classroom settings.
Why hasn't e-learning been a runaway success? Going digital is not enough. Going mobile is not enough. Simply bringing the material into a new medium doesn't change how users interact with it by itself. Instead of flogging the dead horse of e-learning content, it's time to focus on the learner. Digital and mobile platforms still have untapped potential for engaging learners, and gamification is one example of how we can leverage these capabilities to truly improve stickiness and retention.
Gametize uses game psychology to understand the problems behind e-learning. Only by connecting with the people doing the learning itself can we fix the problem of why e-learning seems to be stuck in a rut. Gamification taps on everybody's intrinsic motivation to have fun to make learning as easy and engaging as a game. Keith will explain why gamification is a lot more scientific than the term suggests and hence why gamification is the next big thing. Next, he will run through some basic gamification frameworks and real-life examples of how to effectively leverage on game psychology to increase engagement. He will describe B2E (Business to Employees) engagement with gamification with an in-depth successful stories and case studies of Standard Chartered Bank, and a mobile app game targeted primary to secondary school students in Ace Entrepreneurship Week 2012, both implemented by Gametize.
Level Up Your Talent Development with Gamification [eBook]Monica Cornetti
The Game the System™ Model guides you and your team through the process of gamified learning design. By following the 5-step plan, you are essentially assured a successful outcome.
Gamification invites people to participate and engage by integrating game mechanics and game dynamics into such things as a website, online community, marketing campaign, and as demonstrated in this book – even a traditional training and development program.
By adding game mechanics to training, Gamification not only increases interest, it makes training FUN!
The goal is to increase learning and engagement through key concepts found in game design and behavioral psychology.
Gamification does NOT equal technology … it is really a way of thinking about the development and delivery of your training programs.
Monica Cornetti
Ranked as #1 Gamification Guru
Founder and CEO - Sententia Gamification Consortium
www.SententiaGames.com
www.monicacornetti.com
Gadgets, Games and Google For Learning South FL PresentationKarl Kapp
This presentation to the South Florida ASTD chapter. The session answers questions like:
What is the best way to design instruction for today's technology tools and for the creation and delivery of e-learning?
What tools are most effective for delivering what types of training?
Attend this session and get insight of . . .
how organizations are leveraging Smartphones for performance support and mobile learning,
how game-based learning is being designed to teach everyone from firefighters to sales reps to call center employees, and
how quick searches and meta-data are changing the landscape of how employees learn and their information expectations.
Let’s begin a revolution against traditional corporate learning! I can bring out the curious learners in your organization and this resume will tell you how. You need to hire me to take your learning culture to the next level.
In recent decades there have been impressive advances in our understanding of how people learn. Two of the most notable innovations to have emerged, elaboration theory and simulation gaming vastly improved the effectiveness of training...
DEI is vital in learning and development, and it leads to positive outcomes for both individuals and organizations. In this blog, we are going to discuss how to integrate DEI into L&D culture and its benefits.
The success of an eLearning course's instructional designs, which are at its core, depends on instructional design strategies. These strategies depend on the needs of the learners. Let's look at a few strategies that work well with rapid eLearning.
Engagement, efficiency, and enthusiasm! Enliven your eLearning courses with eLearning videos to yield maximum benefits. Check out this informative SlideShare to know the types of eLearning videos.
eLearning assessments – What are they? What are the different types and what are the benefits associated with eLearning assessments? Do you have similar questions? Read on the get them answered …
If designed properly along with learning objectives, assessments are the best way to find out the efficiency of an eLearning course. Read on to know the reasons why they are helpful in eLearning and see further to avoid the common mistakes while making assessments.
With the outbreak of COVID -19. Corporate training, just like everything else has been affected drastically. Consequently, now the biggest question is “How to provide effective training virtually?” Read this blog to find answers.
Virtual Instructor-Led Training (VILT) has gained a lot of popularity and is buzzing in the corporate world. Here are a few key factors to consider while converting your classroom training material to VILT.
Companies are choosing eLearning for their employees. For effective eLearning, it’s important that courses are engaging, visually attractive and user-friendly. Here are some eLearning design tips that will help you improve learning outcomes.
How do you know whether eLearning has been successful in your organization? Has it been worth the time and resources that you have spent on it? Here are a few significant parameters that help you determine how effective eLearning has been.
In this blog, we’ll discuss the pros and cons of remote onboarding for L&D teams and HR managers. Read on to discover what you and your hybrid workforce would need during the orientation training process.
What is all the buzz around rapid eLearning? It is just speed minus quality? Here's a post that will take you on a tour of rapid eLearning and its various services for corporate training.
Rapid eLearning is a cost-effective and quick way of developing eLearning courses. However, there are a few challenges with rapid eLearning. Take a look at how to overcome them.
If you’re just starting out with microlearning, you'll have a lot of questions about it. What is microlearning and what it isn't? Is it the same as mobile learning? And so on. Read on for answers to these and other frequently asked questions on microlearning.
Want to implement learning analytics for your eLearning courses, but don’t know where and how to start? This blog tries to answer all your questions on learning analytics. Read on.
Most of us know that blended learning is a combination of in-person and online training formats. However, there are several delivery strategies in blended learning, and the Bookend blended learning model is one of them. Let’s look at what this blended learning model is all about.
eLearning assessments can be a challenge to design and develop. If you a training manager with a lot of doubts when it comes to eLearning assessments, let us answer some of them with the 4-step strategy to plan effective eLearning assessments. Read on!
If you want to ensure your classroom to eLearning conversion is a success, you need to involve all the stakeholders who have an impact on the project. Check six important stakeholders and how they can partner with you for successful eLearning implementation.
While converting classroom training material to eLearning helps use your resources, saving time and cost, you need to ensure eLearning design is seamless for courses to be relevant and engaging. This SlideShare compiles 10 must-know best practices.
Trainers play a crucial role in ensuring the success of VILT and might have a lot of apprehensions about transition and technology. This SlideShare explores strategies to maximize the learning potential offered by VILT with the framework of Gagne’s Events of Instruction.
More from CommLab India – Rapid eLearning Solutions (20)
Instructions for Submissions thorugh G- Classroom.pptxJheel Barad
This presentation provides a briefing on how to upload submissions and documents in Google Classroom. It was prepared as part of an orientation for new Sainik School in-service teacher trainees. As a training officer, my goal is to ensure that you are comfortable and proficient with this essential tool for managing assignments and fostering student engagement.
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
This is a presentation by Dada Robert in a Your Skill Boost masterclass organised by the Excellence Foundation for South Sudan (EFSS) on Saturday, the 25th and Sunday, the 26th of May 2024.
He discussed the concept of quality improvement, emphasizing its applicability to various aspects of life, including personal, project, and program improvements. He defined quality as doing the right thing at the right time in the right way to achieve the best possible results and discussed the concept of the "gap" between what we know and what we do, and how this gap represents the areas we need to improve. He explained the scientific approach to quality improvement, which involves systematic performance analysis, testing and learning, and implementing change ideas. He also highlighted the importance of client focus and a team approach to quality improvement.
The French Revolution, which began in 1789, was a period of radical social and political upheaval in France. It marked the decline of absolute monarchies, the rise of secular and democratic republics, and the eventual rise of Napoleon Bonaparte. This revolutionary period is crucial in understanding the transition from feudalism to modernity in Europe.
For more information, visit-www.vavaclasses.com
We all have good and bad thoughts from time to time and situation to situation. We are bombarded daily with spiraling thoughts(both negative and positive) creating all-consuming feel , making us difficult to manage with associated suffering. Good thoughts are like our Mob Signal (Positive thought) amidst noise(negative thought) in the atmosphere. Negative thoughts like noise outweigh positive thoughts. These thoughts often create unwanted confusion, trouble, stress and frustration in our mind as well as chaos in our physical world. Negative thoughts are also known as “distorted thinking”.
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
The Indian economy is classified into different sectors to simplify the analysis and understanding of economic activities. For Class 10, it's essential to grasp the sectors of the Indian economy, understand their characteristics, and recognize their importance. This guide will provide detailed notes on the Sectors of the Indian Economy Class 10, using specific long-tail keywords to enhance comprehension.
For more information, visit-www.vavaclasses.com
How to Split Bills in the Odoo 17 POS ModuleCeline George
Bills have a main role in point of sale procedure. It will help to track sales, handling payments and giving receipts to customers. Bill splitting also has an important role in POS. For example, If some friends come together for dinner and if they want to divide the bill then it is possible by POS bill splitting. This slide will show how to split bills in odoo 17 POS.
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
3. A Couple of Statistics…
By 2015, 50% of organizations
managing innovation processes will
gamify aspects of their business.
Sources - Gartner Report and Pew Research
b
a
Accordingly, by 2015, 40 percent of Global
1000 organizations will use gamification
as the primary mechanism to transform
business operations.
5. The process of adding games or game-like
elements to something as a task so as to
encourage participation.
(Merriam-Webster)
But, what’s gamification?
10. a) Learning takes place in a stress-free
environment
b) Learners are actively involved in the
learning process
c) Motivation levels are much higher
d) Reinforcement of learning can be done
better, and most importantly
e) Gamification appeals to our natural
instincts
Because
18. Studies reveal that learners
recall just 10% of what they
read and 20% of what they
hear. If there are visuals
accompanying an oral
presentation, the number
rises to 30%,and if they
observe someone carrying out
an action while explaining it,
they absorb 50%. But learners
remember 90%, if they do the
job themselves
19.
20. Your people are much more than data
processing machines. Aren’t they?
They help break the
monotony of learning.
24. Wouldn’t an employee feel happy, when his
company announces on its Intranet that he has
scored the highest number of points in a game
designed to test knowledge on safety norms?
31. I’m sure most us think alike (at least when it
comes to bland digital courses).
I prefer playing baseball to going through a 30 minute online
course.
37. a. The definition of gamification
b. The benefits of using games in training
i. Learning takes place in a stress-free environment
ii. Learners are actively involved in the learning process
iii. Motivation levels are much higher
iv. Reinforcement of learning can be done better
v. Gamification appeals to our natural instincts
c. A few organizations using gamification