The document discusses using gamification and mobile technologies to make corporate learning more engaging, memorable, and measurable. It proposes a system that would allow learners to earn points and compete on leaderboards for completing learning activities both before, during, and after formal training sessions. The goals are to increase learner engagement, recall of training material, and facilitate continuous learning and behavior change through fun competition and social motivation on the platform. Trainers could also receive real-time analytics on learner knowledge and insights to improve training design and outcomes.
LINCS Emerging Technology for Adult Education 2015Nell Eckersley
This document outlines an introductory presentation on emerging technologies in the adult education classroom. The agenda covers why to use technology and social media, examples of tools like QR codes and Facebook, and additional resources. The presentation introduces concepts like cloud computing, mobile learning, and digital literacy. It also provides tips on integrating technologies through the POST method and considering tools like Internet access, computer literacy skills courses, and the Blooms Digital Taxonomy pyramid. QR codes and their uses in education are explained in detail.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
The document discusses principles for making learning fun and engaging for children. It emphasizes that teachers should inspire students with a desire to learn by making the learning process enjoyable and stimulating their curiosity. To fully engage children, teachers must put effort into continually developing new and interactive ways of teaching, and teach with enthusiasm, animation, and excitement to stir the children's interest and motivation. The general principles advise starting from concrete, hands-on experiences before abstract concepts, and motivating children to learn by connecting it to their interests and making it a positive experience.
The Future of Work | Workshops4teams.comMichael Friis
The document describes a 3 hour workshop on "The Future of Work". It includes:
- An introduction to the purpose and objectives of gaining insights into how work is changing and exploring ways to adapt and thrive.
- A preparation checklist for facilitators including downloading videos, sending pre-work, and following up after the workshop.
- An agenda that is divided into sections including videos, individual and group activities, and reflections.
- Handouts for participants that include worksheets for designing a future business card, building a network map, and developing a personal plan.
The workshop aims to help teams understand changes in work and provide tools to future-proof their careers through self-awareness, networking
How to boost learning effectiveness and employee engagement at the same time?
Change your organization learning forever through game-based learning.
www.greenbookslearning.com
Day 7 - Pre-work - Introduction to skills and values (1).pdfvinodkumarchinthalav
This document introduces 21st century skills and values that are important for career success. It discusses critical thinking, collaboration, creative thinking, continuous learning, communication, ownership, growth mindset, and empathy. For each skill or value, it provides a definition, examples of how it can be practiced, and why it is important. The overall message is that developing these skills through practice is essential for thriving in today's competitive work environment and finding opportunities for growth in one's career.
Great corporate trainers consider 7 important aspects when designing training programs. They ask why participants would learn and how to motivate them. They also consider why participants might not use what they learn and how to ensure self-motivation. Great trainers help participants create action plans and use experiential learning so participants learn on their own. They relate topics to participants' personal problems and make topics both important and interesting through humor and emotion. The goal is to design effective training that yields results for the HR department.
Eight pitfalls of corporate training programs in Pakistan Wali ZahidMehreen Shafique
Training can be an excellent intervention to skill people. Pakistan has an immense talent when it comes to our young professionals who are ready to take on the world. The need is to channelize their energies and talents in the right direction. At the same time they have the responsibility to seek knowledge and skills from authentic resources. Wali Zahid has discussed the Eight pitfalls of corporate learning in Pakistan in his thought-provoking article covering fundamental flaws of training and what to do with them
Full article by Wali Zahid here:
https://walizahid.com/2016/01/eight-
LINCS Emerging Technology for Adult Education 2015Nell Eckersley
This document outlines an introductory presentation on emerging technologies in the adult education classroom. The agenda covers why to use technology and social media, examples of tools like QR codes and Facebook, and additional resources. The presentation introduces concepts like cloud computing, mobile learning, and digital literacy. It also provides tips on integrating technologies through the POST method and considering tools like Internet access, computer literacy skills courses, and the Blooms Digital Taxonomy pyramid. QR codes and their uses in education are explained in detail.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
The document discusses principles for making learning fun and engaging for children. It emphasizes that teachers should inspire students with a desire to learn by making the learning process enjoyable and stimulating their curiosity. To fully engage children, teachers must put effort into continually developing new and interactive ways of teaching, and teach with enthusiasm, animation, and excitement to stir the children's interest and motivation. The general principles advise starting from concrete, hands-on experiences before abstract concepts, and motivating children to learn by connecting it to their interests and making it a positive experience.
The Future of Work | Workshops4teams.comMichael Friis
The document describes a 3 hour workshop on "The Future of Work". It includes:
- An introduction to the purpose and objectives of gaining insights into how work is changing and exploring ways to adapt and thrive.
- A preparation checklist for facilitators including downloading videos, sending pre-work, and following up after the workshop.
- An agenda that is divided into sections including videos, individual and group activities, and reflections.
- Handouts for participants that include worksheets for designing a future business card, building a network map, and developing a personal plan.
The workshop aims to help teams understand changes in work and provide tools to future-proof their careers through self-awareness, networking
How to boost learning effectiveness and employee engagement at the same time?
Change your organization learning forever through game-based learning.
www.greenbookslearning.com
Day 7 - Pre-work - Introduction to skills and values (1).pdfvinodkumarchinthalav
This document introduces 21st century skills and values that are important for career success. It discusses critical thinking, collaboration, creative thinking, continuous learning, communication, ownership, growth mindset, and empathy. For each skill or value, it provides a definition, examples of how it can be practiced, and why it is important. The overall message is that developing these skills through practice is essential for thriving in today's competitive work environment and finding opportunities for growth in one's career.
Great corporate trainers consider 7 important aspects when designing training programs. They ask why participants would learn and how to motivate them. They also consider why participants might not use what they learn and how to ensure self-motivation. Great trainers help participants create action plans and use experiential learning so participants learn on their own. They relate topics to participants' personal problems and make topics both important and interesting through humor and emotion. The goal is to design effective training that yields results for the HR department.
Eight pitfalls of corporate training programs in Pakistan Wali ZahidMehreen Shafique
Training can be an excellent intervention to skill people. Pakistan has an immense talent when it comes to our young professionals who are ready to take on the world. The need is to channelize their energies and talents in the right direction. At the same time they have the responsibility to seek knowledge and skills from authentic resources. Wali Zahid has discussed the Eight pitfalls of corporate learning in Pakistan in his thought-provoking article covering fundamental flaws of training and what to do with them
Full article by Wali Zahid here:
https://walizahid.com/2016/01/eight-
Gamification: Understanding Its Intrinsic Challenges and How To Face Them in ...Roberto Dillon
This document discusses the challenges of gamification, particularly in education. It defines gamification as using game elements in non-game contexts. While gamification can be motivating, it faces intrinsic challenges because real life and games have different characteristics. Work is not play. True games involve choice, mastery, and social elements that are difficult to replicate for real-world tasks. In education, the flipped classroom approach allows for more intrinsic motivators by giving students choice, a sense of mastery through practice, and a social community for learning. Providing both traditional and flipped classroom options can help accommodate different learners. An engaging teacher remains the most important factor for classroom success.
Ideas for Creating and Delivering Impactful IT Education Programs - itS…John Kleist III
John will lead us through an overview of Kolb's and Bloom\s work along with a thoughtful discussion around learning styles, key factors for adult learners, blended learning and ideas and examples for making educational programs more impactful.
Who C.A.R.E.S.!? How Learning Got Its Bad Rap & What We Can Do About it.mp4Aggregage
Since when has learning and development (L&D) become such a negative experience with its intended learners? Could it be because learners have been conditioned by very poor learning experiences over the past two decades, combined with the kinks of technological innovation? Or is it because learning has typically been designed as a one-size-fits-all solution, despite the fact that humans are not clones?
The good news is that technology has come a long way since Y2K, and there is much we've learned about UX/UI and how adults like to learn. This session will introduce a new learning framework called the C.A.R.E.S Learning Effectiveness Model, which:
• Draws upon what we know about behavioral psychology and adult learning
• Harnesses the power and potential of new technologies
• Keeps the consumer of information at the forefront of the UX
• Evaluates current offerings and the likelihood learners will achieve the desired behavior change and/or skill needed
Plus, we’ll discuss what's broken about learning today and discover how the CARES Learning Effectiveness Model can be applied to solve the problem.
Mentorship - From Both Sides of the Table by Waymo Product Leader.pdfProduct School
Main takeaways:
-Why mentorship/menteeship is impactful, important, and even critical (for both sides and for companies/groups both parties are in)
-Types of mentorship
How to start mentorship and menteeship, suggested ground rules.
-What makes for effective mentor-mentee relationships - suggested expectations and best practices to maintain relationships from both sides.
-FAQs (my company doesn't have channels for this, how do I broach harder topics, how many mentors should I have, where do I find mentors, what if the mentorship relationship isn't effective?)
How Gamification Will Impact Corporate Learning - EI Design EI Design
Gamification will impact corporate learning in four key ways:
1) It appeals to modern learners by being engaging and accessible through mobile devices.
2) It provides business benefits like high impact training and effective job application.
3) Tools and technologies now better support gamified solutions through mobile learning tools and platforms.
4) Gamification increases learner engagement and motivation, leading to better performance and knowledge retention.
Game-based Learning Webinar by GreenBooks & GamelearnShyam Sunder
This document discusses using game-based learning to enhance learning outcomes. It describes an L&D manager named Prasad who was questioned about learner engagement, skill proficiency, and ROI of training. To address these issues, Prasad decided to increase engagement through gamification and simulation. The document provides examples of how games can incorporate elements like stories, challenges, and feedback to create optimal learning experiences. It also shares research finding games are effective ways for adults to learn and outlines benefits experienced by organizations that adopt game-based learning.
5 Questions to Ask of Experiential Learning ProgrammesEric Stryson
Regardless of content or format, experiential leadership learning is most effective when the answer to these five questions is ‘Yes’.
Is it rooted in reality?
Is reflection placed front and centre?
Does it make you uncomfortable (in a good way)?
Does it help you grow?
Does the outcome really matter?
Regardless of content or format, experiential leadership learning is most effective when the answer to these five questions is "Yes!".
1. Is it rooted in reality?
2. Is reflection placed front and centre?
3. Does it make you uncomfortable (in a good way)?
4. Does it help you grow?
5. Does the outcome really matter?
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.
Meeting the Needs of a Rapidly Changing Workforce: the Learning Organization ...Natalie Laderas-Kilkenny
Automation will change the nature of jobs and the training needs of our workforce will change along with them. Technology hasn't just defined how we consume information, it's changing how we learn. It's time to rethink learning at your company starting with re-examining how learning can happen with new attitudes, tools, & technologies..
Creating a Transformative Culture of Learning: The Benefits of Developing Emp...Human Capital Media
Organizations that flourish and succeed create a transformative culture of learning. Their leaders know that learning is as natural as breathing. And they intentionally develop employee potential.
Join Britt Andreatta, director of learning and development at lynda.com, to explore how a transformative culture of learning can boost employee engagement and encourage a “growth mindset” that yields higher levels of performance, motivation, creativity, and innovation.
This webinar will discuss:
Learning as a path to mastery
Blending in-person and on-demand instruction
Coaching employees to peak performances
Evaluating performance based on learning
Next Gen Learning: How New Tech is Changing the GameBrightwave Group
The way we learn at work is changing. As expectations shift, workplace learning must evolve. Find out how to harness innovation and technology to meet the needs of your next generation learners.
Download our Social Learning Revolution whitepaper here: http://ow.ly/wp0Gi
This document describes 17 mini-workshops focused on skills like brainstorming, mind mapping, building trust, leadership, innovation, happiness, and presentation skills. Each 90-180 minute workshop has a unique learning outcome and interactive style to enhance work and life performance through short, relevant sessions on topics such as creativity, communication, problem-solving and managing change.
The document provides an overview of gamification and examples of how gamification can be applied in different contexts. It begins with defining gamification as using game design elements in non-game contexts to motivate and engage people and influence behaviors. Examples discussed include using gamification to get people into a gym routine and build healthy habits, encourage customer loyalty for a business, and change social attitudes. The document also covers gamification strategies like identifying the right motivations to appeal to for the context and balancing them, creating dynamic and engaging experiences using mechanics like narratives and levels, and considering how to keep people engaged long-term by appealing to internal motivation.
The document discusses gamifying the workplace for Generation Y employees. It notes that Gen Y expects challenges and engagement from work similar to games. It proposes a gamified project management tool called the "Gamified WorkLife" tool that incorporates elements like:
1) Real-time feedback on performance and progress through meters.
2) Transparency through visible reputations, badges and rankings compared to peers.
3) Goal-setting through tasks and milestones that provide a sense of small, frequent wins through a points/reputation system and badges.
Next generation learning: How new tech are changing the gameBrightwave Group
Digital technologies have radically altered the ways that people capture and harness the skills, knowledge and information they need to do their jobs better. We're moving beyond the restrictions of a linear e-learning course into a continuously online world of resources and connections. Learning is more granular, less formal and more mobile than ever.
This seminar discusses the theory and presents striking examples of how next generation learning technologies are already working within the new learning paradigm to offer real benefits for your organisation.
Key learning points:
• Core factors influencing how we work today
• New ways of learning that tie in to learners' expectations: social, informal, mobile learning
• How to empower learners to benefit from the opportunities of the next generation learning environment
• New technologies that provide real impact to learners and organisations alike.
The critical mindset and skills to thrive in BANI workspaces - Jean-Francois ...Greatness Coaching
3 traits of 'great' coaches:
1. Be curious about others' potential
2. Be still, and eventually...
3. Be fearless in enabling others to empower themselves to grow
From Mobile Learning to Mini Learning using RaptivityRaptivity
Greg Gardner will be the guest speaker discussing mobile, pull, and mini learning strategies and how interactive videos and the Raptivity software can help support these strategies. The webinar agenda includes defining these learning types, discussing online learning strategies, and providing examples and a demo of how Raptivity can create engaging learning interactions for mobile, pull, and mini learning.
68 Tips for E-Learning Engagement & Interactivity 2013Laura Pasquini
The document provides 68 tips for creating engaging eLearning content from 11 experts. It is organized into sections on creating engaging content, interface, interactivities, media/visual design, games, and measuring engagement. The first section provides 18 tips for creating engaging content, such as using an instructional narrative to drive learning, ensuring content is relevant to learners, and interviewing subject matter experts to find stories within technical content.
This document provides an overview of wound healing, its functions, stages, mechanisms, factors affecting it, and complications.
A wound is a break in the integrity of the skin or tissues, which may be associated with disruption of the structure and function.
Healing is the body’s response to injury in an attempt to restore normal structure and functions.
Healing can occur in two ways: Regeneration and Repair
There are 4 phases of wound healing: hemostasis, inflammation, proliferation, and remodeling. This document also describes the mechanism of wound healing. Factors that affect healing include infection, uncontrolled diabetes, poor nutrition, age, anemia, the presence of foreign bodies, etc.
Complications of wound healing like infection, hyperpigmentation of scar, contractures, and keloid formation.
Gamification: Understanding Its Intrinsic Challenges and How To Face Them in ...Roberto Dillon
This document discusses the challenges of gamification, particularly in education. It defines gamification as using game elements in non-game contexts. While gamification can be motivating, it faces intrinsic challenges because real life and games have different characteristics. Work is not play. True games involve choice, mastery, and social elements that are difficult to replicate for real-world tasks. In education, the flipped classroom approach allows for more intrinsic motivators by giving students choice, a sense of mastery through practice, and a social community for learning. Providing both traditional and flipped classroom options can help accommodate different learners. An engaging teacher remains the most important factor for classroom success.
Ideas for Creating and Delivering Impactful IT Education Programs - itS…John Kleist III
John will lead us through an overview of Kolb's and Bloom\s work along with a thoughtful discussion around learning styles, key factors for adult learners, blended learning and ideas and examples for making educational programs more impactful.
Who C.A.R.E.S.!? How Learning Got Its Bad Rap & What We Can Do About it.mp4Aggregage
Since when has learning and development (L&D) become such a negative experience with its intended learners? Could it be because learners have been conditioned by very poor learning experiences over the past two decades, combined with the kinks of technological innovation? Or is it because learning has typically been designed as a one-size-fits-all solution, despite the fact that humans are not clones?
The good news is that technology has come a long way since Y2K, and there is much we've learned about UX/UI and how adults like to learn. This session will introduce a new learning framework called the C.A.R.E.S Learning Effectiveness Model, which:
• Draws upon what we know about behavioral psychology and adult learning
• Harnesses the power and potential of new technologies
• Keeps the consumer of information at the forefront of the UX
• Evaluates current offerings and the likelihood learners will achieve the desired behavior change and/or skill needed
Plus, we’ll discuss what's broken about learning today and discover how the CARES Learning Effectiveness Model can be applied to solve the problem.
Mentorship - From Both Sides of the Table by Waymo Product Leader.pdfProduct School
Main takeaways:
-Why mentorship/menteeship is impactful, important, and even critical (for both sides and for companies/groups both parties are in)
-Types of mentorship
How to start mentorship and menteeship, suggested ground rules.
-What makes for effective mentor-mentee relationships - suggested expectations and best practices to maintain relationships from both sides.
-FAQs (my company doesn't have channels for this, how do I broach harder topics, how many mentors should I have, where do I find mentors, what if the mentorship relationship isn't effective?)
How Gamification Will Impact Corporate Learning - EI Design EI Design
Gamification will impact corporate learning in four key ways:
1) It appeals to modern learners by being engaging and accessible through mobile devices.
2) It provides business benefits like high impact training and effective job application.
3) Tools and technologies now better support gamified solutions through mobile learning tools and platforms.
4) Gamification increases learner engagement and motivation, leading to better performance and knowledge retention.
Game-based Learning Webinar by GreenBooks & GamelearnShyam Sunder
This document discusses using game-based learning to enhance learning outcomes. It describes an L&D manager named Prasad who was questioned about learner engagement, skill proficiency, and ROI of training. To address these issues, Prasad decided to increase engagement through gamification and simulation. The document provides examples of how games can incorporate elements like stories, challenges, and feedback to create optimal learning experiences. It also shares research finding games are effective ways for adults to learn and outlines benefits experienced by organizations that adopt game-based learning.
5 Questions to Ask of Experiential Learning ProgrammesEric Stryson
Regardless of content or format, experiential leadership learning is most effective when the answer to these five questions is ‘Yes’.
Is it rooted in reality?
Is reflection placed front and centre?
Does it make you uncomfortable (in a good way)?
Does it help you grow?
Does the outcome really matter?
Regardless of content or format, experiential leadership learning is most effective when the answer to these five questions is "Yes!".
1. Is it rooted in reality?
2. Is reflection placed front and centre?
3. Does it make you uncomfortable (in a good way)?
4. Does it help you grow?
5. Does the outcome really matter?
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.
Meeting the Needs of a Rapidly Changing Workforce: the Learning Organization ...Natalie Laderas-Kilkenny
Automation will change the nature of jobs and the training needs of our workforce will change along with them. Technology hasn't just defined how we consume information, it's changing how we learn. It's time to rethink learning at your company starting with re-examining how learning can happen with new attitudes, tools, & technologies..
Creating a Transformative Culture of Learning: The Benefits of Developing Emp...Human Capital Media
Organizations that flourish and succeed create a transformative culture of learning. Their leaders know that learning is as natural as breathing. And they intentionally develop employee potential.
Join Britt Andreatta, director of learning and development at lynda.com, to explore how a transformative culture of learning can boost employee engagement and encourage a “growth mindset” that yields higher levels of performance, motivation, creativity, and innovation.
This webinar will discuss:
Learning as a path to mastery
Blending in-person and on-demand instruction
Coaching employees to peak performances
Evaluating performance based on learning
Next Gen Learning: How New Tech is Changing the GameBrightwave Group
The way we learn at work is changing. As expectations shift, workplace learning must evolve. Find out how to harness innovation and technology to meet the needs of your next generation learners.
Download our Social Learning Revolution whitepaper here: http://ow.ly/wp0Gi
This document describes 17 mini-workshops focused on skills like brainstorming, mind mapping, building trust, leadership, innovation, happiness, and presentation skills. Each 90-180 minute workshop has a unique learning outcome and interactive style to enhance work and life performance through short, relevant sessions on topics such as creativity, communication, problem-solving and managing change.
The document provides an overview of gamification and examples of how gamification can be applied in different contexts. It begins with defining gamification as using game design elements in non-game contexts to motivate and engage people and influence behaviors. Examples discussed include using gamification to get people into a gym routine and build healthy habits, encourage customer loyalty for a business, and change social attitudes. The document also covers gamification strategies like identifying the right motivations to appeal to for the context and balancing them, creating dynamic and engaging experiences using mechanics like narratives and levels, and considering how to keep people engaged long-term by appealing to internal motivation.
The document discusses gamifying the workplace for Generation Y employees. It notes that Gen Y expects challenges and engagement from work similar to games. It proposes a gamified project management tool called the "Gamified WorkLife" tool that incorporates elements like:
1) Real-time feedback on performance and progress through meters.
2) Transparency through visible reputations, badges and rankings compared to peers.
3) Goal-setting through tasks and milestones that provide a sense of small, frequent wins through a points/reputation system and badges.
Next generation learning: How new tech are changing the gameBrightwave Group
Digital technologies have radically altered the ways that people capture and harness the skills, knowledge and information they need to do their jobs better. We're moving beyond the restrictions of a linear e-learning course into a continuously online world of resources and connections. Learning is more granular, less formal and more mobile than ever.
This seminar discusses the theory and presents striking examples of how next generation learning technologies are already working within the new learning paradigm to offer real benefits for your organisation.
Key learning points:
• Core factors influencing how we work today
• New ways of learning that tie in to learners' expectations: social, informal, mobile learning
• How to empower learners to benefit from the opportunities of the next generation learning environment
• New technologies that provide real impact to learners and organisations alike.
The critical mindset and skills to thrive in BANI workspaces - Jean-Francois ...Greatness Coaching
3 traits of 'great' coaches:
1. Be curious about others' potential
2. Be still, and eventually...
3. Be fearless in enabling others to empower themselves to grow
From Mobile Learning to Mini Learning using RaptivityRaptivity
Greg Gardner will be the guest speaker discussing mobile, pull, and mini learning strategies and how interactive videos and the Raptivity software can help support these strategies. The webinar agenda includes defining these learning types, discussing online learning strategies, and providing examples and a demo of how Raptivity can create engaging learning interactions for mobile, pull, and mini learning.
68 Tips for E-Learning Engagement & Interactivity 2013Laura Pasquini
The document provides 68 tips for creating engaging eLearning content from 11 experts. It is organized into sections on creating engaging content, interface, interactivities, media/visual design, games, and measuring engagement. The first section provides 18 tips for creating engaging content, such as using an instructional narrative to drive learning, ensuring content is relevant to learners, and interviewing subject matter experts to find stories within technical content.
Similar to Let's Make Corporate Learning Fun, Memorable & Measurable (20)
This document provides an overview of wound healing, its functions, stages, mechanisms, factors affecting it, and complications.
A wound is a break in the integrity of the skin or tissues, which may be associated with disruption of the structure and function.
Healing is the body’s response to injury in an attempt to restore normal structure and functions.
Healing can occur in two ways: Regeneration and Repair
There are 4 phases of wound healing: hemostasis, inflammation, proliferation, and remodeling. This document also describes the mechanism of wound healing. Factors that affect healing include infection, uncontrolled diabetes, poor nutrition, age, anemia, the presence of foreign bodies, etc.
Complications of wound healing like infection, hyperpigmentation of scar, contractures, and keloid formation.
Level 3 NCEA - NZ: A Nation In the Making 1872 - 1900 SML.pptHenry Hollis
The History of NZ 1870-1900.
Making of a Nation.
From the NZ Wars to Liberals,
Richard Seddon, George Grey,
Social Laboratory, New Zealand,
Confiscations, Kotahitanga, Kingitanga, Parliament, Suffrage, Repudiation, Economic Change, Agriculture, Gold Mining, Timber, Flax, Sheep, Dairying,
How to Download & Install Module From the Odoo App Store in Odoo 17Celine George
Custom modules offer the flexibility to extend Odoo's capabilities, address unique requirements, and optimize workflows to align seamlessly with your organization's processes. By leveraging custom modules, businesses can unlock greater efficiency, productivity, and innovation, empowering them to stay competitive in today's dynamic market landscape. In this tutorial, we'll guide you step by step on how to easily download and install modules from the Odoo App Store.
A Visual Guide to 1 Samuel | A Tale of Two HeartsSteve Thomason
These slides walk through the story of 1 Samuel. Samuel is the last judge of Israel. The people reject God and want a king. Saul is anointed as the first king, but he is not a good king. David, the shepherd boy is anointed and Saul is envious of him. David shows honor while Saul continues to self destruct.
How to Setup Default Value for a Field in Odoo 17Celine George
In Odoo, we can set a default value for a field during the creation of a record for a model. We have many methods in odoo for setting a default value to the field.
2. What if you could…
Increase engagement before/after
formal training? Increase memory
recall after formal training?
3. What if you could…
Formalise assessment across
70/20/10 of learning in real-time
for management or regulators?
Increase engagement before/after
formal training? Increase memory
recall after formal training?
4. What if you could…
Formalise assessment across
70/20/10 of learning in real-time
for management or regulators?
Increase engagement before/after
formal training? Increase memory
recall after formal training?
Build an even more engaged
continuous learning community?
5. What if you could…
Formalise assessment across
70/20/10 of learning in real-time
for management or regulators?
Increase engagement before/after
formal training? Increase memory
recall after formal training?
Build an even more engaged
continuous learning community?
AB test different modes of
learning on a mobile platform for
anywhere anytime learning to see
what is more effective?
A|B
?
6. Startup Science
Individual Intrinsic Motivation
Engage
& Learn
Reflect
& Learn
Behaviour
change
Fun & Social
Gamification
Mobile Web Solution
Real-time analytics – groups and individualsCommercial in confidence– not to be distributed without prior permission from Play2Lead
Bite-sized daily learning
7. Continuous Engagement
With Leader Board
Pre-F2F
Post-F2F
e.g. email campaigns
e.g. webinars
e.g. product
roadshows,
workshops,
conferences
During F2F
8. Continuous Engagement
With Leader Board
e.g. crowdsourcing
topics
• Product knowledge
test
• Polls to reflect &
declare new actions to
take
• Product knowledge
“test”
• Amazing Race
Challenge
• Opinion Comparison
• Choose Your Own
Adventure Live Talks
Pre-F2F
Post-F2F
During F2F
9. HOW:
• Earn points: Like a loyalty
program, the more participants
learn and engage, the more
points they earn
• Simple Self service: Trainers
can set activities based on
their own content or third party
content that allow participants
to learn what it’s like to be a
customer
Continual & Blended Learning
Pre-
Workshop
Post-
Workshop
During
Workshop
Commercial in confidence– not to be distributed without prior permission from Play2Lead
10. WHY: Participants are continuously
motivated:
• Fun competition
• Desire for social status
• Immediate feedback loops
reinforcing progress towards
mastery
Continual & Blended Learning
Commercial in confidence– not to be distributed without prior permission from Play2Lead
Pre-
Workshop
Post-
Workshop
During
Workshop
11. Continual & Blended Learning
Commercial in confidence– not to be distributed without prior permission from Play2Lead
Pre-
Workshop
Post-
Workshop
During
Workshop
RESULT:
1.Learning & behaviour change
can be measured and
accelerated
2.Each learning moment can be
designed by our customer for
byte-sized learning, creating
the potential for corporate
learning as a habit.
12.
13. The FASTER you answer
CORRECTLY*, the HIGHER
your points!
*quiz only
Go to play2lead.co/p2ldemo
to try out the demo
21. For employee
events, prizes that
relate to improving
Work/Life balance
or Feeling that
one’s work is
respected, is more
intrinsically
motivating and
long-term.
Trainer determines
the frequency and
nature of the prize.
22. Some Ideas…
Wellness Challenges
• Go for a 15 minute walk and reflect on
the highlights of your day
• Comment on what the highlight(s) is
and any insights you might have
Gratitude Challenges
• Reflect on who helped you during the
day and call/text/email them to say
thanks.
• Comment on what the highlight(s) is
and any insights you might have
23. Some Ideas…
Fun Challenges
• Video you and your colleagues
singing the “Happy”.
Idea Sharing
• Vote on your favourite idea a la Shark
Tank and meet like minded people
Promoting Cross Collaboration
• Food Theme Event crossed with
forming cross-functional teams and
new friendships
24. A world where learners
....could experience learning as fun and are
ongoingly motivated to learn and move
towards the desired behaviourial change?
....could self-form to groups of like-minded
learners or learners with opposing viewpoints?
....were motivated to ongoingly reflect on their
training and their application of the training to
their jobs?
25. A world where learners
....could experience learning as fun and are
ongoingly motivated to learn and move
towards the desired behaviourial change?
....could self-form to groups of like-minded
learners or learners with opposing viewpoints?
....were motivated to ongoingly reflect on their
training and their application of the training to
their jobs?
26. A world where learners
....could experience learning as fun and are
ongoingly motivated to learn and move
towards the desired behaviourial change?
....could self-form to groups of like-minded
learners or learners with opposing viewpoints?
....were motivated to ongoingly reflect on their
training and their application of the training to
their jobs?
27. A world where trainers
...could repeat activities into micro moments
post face-to-face training to improve memory
recall?
...could in real-time analyse the pre-and-post
training knowledge and attitudes of the
learners in order to be able to curate
personalised next steps for the learners?
28. A world where trainers
...could repeat activities into micro moments
post face-to-face training to improve memory
recall?
...could in real-time analyse the pre-and-post
training knowledge and attitudes of the
learners in order to be able to curate
personalised next steps for the learners?
Fanny says “Play2Lead helps companies make corporate training fun, memorable and impactful.
“
[1:48-2:46]
This is how it works:
Before the workshop, the event organiser or trainer sets up polls, polls, competitive quizzes and activities on our platform. The participants then simply logs in without any downloads, on their own smartphone where they earn points for doing the various activities.
During the workshop, their attention is held because they want to keep earning points because they are gunning for the top spot on the leaderboard. They have to know the content to answer the quizzes correctly.
After the event, the audience take part in additional quizzes and polls not only to extend the learning, but to reinforce it.
All the activities are designed to increase empathy, learning, and help the participant set achievable and measurable goals.
The more they engage and learn, the more points they get and climb up the Leaderboard.
This is how it works:
Before the workshop, the event organiser or trainer sets up polls, polls, competitive quizzes and activities on our platform. The participants then simply logs in without any downloads, on their own smartphone where they earn points for doing the various activities.
During the workshop, their attention is held because they want to keep earning points because they are gunning for the top spot on the leaderboard. They have to know the content to answer the quizzes correctly.
After the event, the audience take part in additional quizzes and polls not only to extend the learning, but to reinforce it.
All the activities are designed to increase empathy, learning, and help the participant set achievable and measurable goals.
The more they engage and learn, the more points they get and climb up the Leaderboard.
Keen participants can start to engage through their smartphones before the session starts, earning points in a fun competition against colleagues. During the workshop that sense of competition motivates the group as they see each others’ responses. And after it’s over the people who didn’t do so well are automatically identified and given help to get up to speed, for example, through additional activities. Each learning moment is designed for byte-sized learning, so companies can even set up a Challenge of the Day.
Keen participants can start to engage through their smartphones before the session starts, earning points in a fun competition against colleagues. During the workshop that sense of competition motivates the group as they see each others’ responses. And after it’s over the people who didn’t do so well are automatically identified and given help to get up to speed, for example, through additional activities. Each learning moment is designed for byte-sized learning, so companies can even set up a Challenge of the Day.
A world where learners
....could experience learning as fun and are ongoingly motivated to learn and move towards the desired behaviourial change?
....could self-form to groups of like-minded learners or learners with opposing viewpoints?
....were motivated to ongoingly reflect on their training and their application of the training to their jobs?
A world where learners
....could experience learning as fun and are ongoingly motivated to learn and move towards the desired behaviourial change?
....could self-form to groups of like-minded learners or learners with opposing viewpoints?
....were motivated to ongoingly reflect on their training and their application of the training to their jobs?
A world where learners
....could experience learning as fun and are ongoingly motivated to learn and move towards the desired behaviourial change?
....could self-form to groups of like-minded learners or learners with opposing viewpoints?
....were motivated to ongoingly reflect on their training and their application of the training to their jobs?
A world where learners
....could experience learning as fun and are ongoingly motivated to learn and move towards the desired behaviourial change?
....could self-form to groups of like-minded learners or learners with opposing viewpoints?
....were motivated to ongoingly reflect on their training and their application of the training to their jobs?
A world where learners
....could experience learning as fun and are ongoingly motivated to learn and move towards the desired behaviourial change?
....could self-form to groups of like-minded learners or learners with opposing viewpoints?
....were motivated to ongoingly reflect on their training and their application of the training to their jobs?