Netex Webinar | What is NOT gamification [EN]Netex Learning
Gamification has become a popular buzzword in elearning but is often misunderstood. The document seeks to clarify what gamification is and is not. It defines gamification not as playing games, giving points or badges, or as a new way to package old content. Rather, gamification is a strategy that uses game mechanics and elements to motivate users and engage them through challenge, achievement and pleasure in a meaningful way within a social environment. It aims to increase engagement through an intrinsically rewarding design approach.
This document provides 9 unique business card design inspirations. It lists the website and contact information for Ceraproduction, a company located in Yogyakarta, Indonesia that specializes in business card design and production. The website, address, phone number, and email are provided for those interested in the company's design services.
Netex Webinar | Next Generation Learning Platforms [EN]Netex Learning
Webinar offered by Netex's UK Director Mike Byrne as he discussed how a shift in emphasis from traditional course delivery to a more diverse learning content proposition has led to the rise of “Next Generation Learning Platforms”.
Netex Webinar | LTI, a world of learning opportunities! [EN]Netex Learning
- Next Generation Learning Platforms discusses learningCloud, an online learning platform.
- learningCloud allows users to access various "channels" or modules from any device, including courses, videos, social learning, and games. New channels can also be easily added.
- The presentation emphasizes learningCloud's interoperability through standards like LTI, SAML, and web services, allowing it to integrate with other systems like LMSs, HR systems, and content portals. This interoperability reduces integration costs and allows resources to be shared across platforms.
Netex Webinar | Gamification, how to excite and engage your learners in 2016 ...Netex Learning
This document discusses gamification in learning and development. It provides an overview of gamification principles, the current landscape of L&D, and learningCloud's gamification solutions. learningCloud has over 18 years of experience and offers a strategic learning technology platform called learningPlay. learningPlay allows users to choose learning "channels" and contains features like learningStories, a gamified portal to create customized learning modules. The document also outlines learningCloud's gamification design approach and templates to integrate gamification principles into existing or new content.
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 :)
Netex Webinar | Content Curation for competitive advantage! [EN]Netex Learning
This document discusses how content curation can provide competitive advantages for learning and staying informed. It notes that while there is a lot of available content, finding relevant and recent material takes time and effort that most people are not willing to expend. The document proposes automating content curation based on set rules to filter content and then having relevant items hand picked and shared with context and commentary. Several potential use cases for curation are outlined, including monitoring industry developments, blended learning, social learning, competitor tracking, and customer research. The document promotes automating curation and sharing it where people access information as a way to make curation easier for learning. It invites the reader to an upcoming webinar and provides a link for a free
Learning Stories is a learning platform that uses gamification, storytelling and content curation to create engaging learning experiences for learners. It harnesses the power of xAPI to track learning activity without requiring an LMS. Users can create interactive learning resources like videos, presentations and questionnaires using the built-in H5P editor. A gamification engine supports challenges, rewards and badges to motivate learners. Reports provide visual tracking of learner progress.
Netex Webinar | What is NOT gamification [EN]Netex Learning
Gamification has become a popular buzzword in elearning but is often misunderstood. The document seeks to clarify what gamification is and is not. It defines gamification not as playing games, giving points or badges, or as a new way to package old content. Rather, gamification is a strategy that uses game mechanics and elements to motivate users and engage them through challenge, achievement and pleasure in a meaningful way within a social environment. It aims to increase engagement through an intrinsically rewarding design approach.
This document provides 9 unique business card design inspirations. It lists the website and contact information for Ceraproduction, a company located in Yogyakarta, Indonesia that specializes in business card design and production. The website, address, phone number, and email are provided for those interested in the company's design services.
Netex Webinar | Next Generation Learning Platforms [EN]Netex Learning
Webinar offered by Netex's UK Director Mike Byrne as he discussed how a shift in emphasis from traditional course delivery to a more diverse learning content proposition has led to the rise of “Next Generation Learning Platforms”.
Netex Webinar | LTI, a world of learning opportunities! [EN]Netex Learning
- Next Generation Learning Platforms discusses learningCloud, an online learning platform.
- learningCloud allows users to access various "channels" or modules from any device, including courses, videos, social learning, and games. New channels can also be easily added.
- The presentation emphasizes learningCloud's interoperability through standards like LTI, SAML, and web services, allowing it to integrate with other systems like LMSs, HR systems, and content portals. This interoperability reduces integration costs and allows resources to be shared across platforms.
Netex Webinar | Gamification, how to excite and engage your learners in 2016 ...Netex Learning
This document discusses gamification in learning and development. It provides an overview of gamification principles, the current landscape of L&D, and learningCloud's gamification solutions. learningCloud has over 18 years of experience and offers a strategic learning technology platform called learningPlay. learningPlay allows users to choose learning "channels" and contains features like learningStories, a gamified portal to create customized learning modules. The document also outlines learningCloud's gamification design approach and templates to integrate gamification principles into existing or new content.
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 :)
Netex Webinar | Content Curation for competitive advantage! [EN]Netex Learning
This document discusses how content curation can provide competitive advantages for learning and staying informed. It notes that while there is a lot of available content, finding relevant and recent material takes time and effort that most people are not willing to expend. The document proposes automating content curation based on set rules to filter content and then having relevant items hand picked and shared with context and commentary. Several potential use cases for curation are outlined, including monitoring industry developments, blended learning, social learning, competitor tracking, and customer research. The document promotes automating curation and sharing it where people access information as a way to make curation easier for learning. It invites the reader to an upcoming webinar and provides a link for a free
Learning Stories is a learning platform that uses gamification, storytelling and content curation to create engaging learning experiences for learners. It harnesses the power of xAPI to track learning activity without requiring an LMS. Users can create interactive learning resources like videos, presentations and questionnaires using the built-in H5P editor. A gamification engine supports challenges, rewards and badges to motivate learners. Reports provide visual tracking of learner progress.
M2 Research - Women's Luncheon at Casual Connect 2013Wanda Meloni
This document summarizes key findings from a presentation on diversity and growth opportunities in the global games market. It finds that the market is growing at 6.7% annually and that mobile devices like smartphones and tablets are driving growth, especially among women, families and children. While the gaming industry has more diversity than in the past, women still only comprise 15% of the workforce and there are opportunities to better market games to female consumers. The document concludes that as games reach more diverse demographics and regions, diversity will be critical for industry success going forward.
Is Gamification legit or a leap of faith? Presentation investigates whether (or not) there is real business value by looking at case studies, market data, enterprise use cases and best practices. Includes user adoption impact and potential to improve brand loyalty and brand visibility.
Gamification is the most important opportunity and challenge that publishers currently face in the move from print to convergent media. Games and gaming represent the freshest most interactive form of media today. Using game elements to increase engagement, grow a loyal and targeted audience, and support OAO (Online Audience Optimization) efforts will keep publishers relevant in the fast-moving transition from print to digital.
Netex Webinar | Learning Analytics and New Intelligent Content [EN]Netex Learning
Intelligent content and learning analytics is changing the way we use technology to learning content in the classroom within the EdTech space.
Webinar offered by Netex UK Country Manager, Mike Byrne, and Netex CTO, Joserra Mosteiro, on how this latest technology can be used in the corporate learning arena.
Netex Webinar | bigFactory, la solución profesional de producción de contenid...Netex Learning
Ya es posible disponer de una solución de creación de contenidos a gran escala en su empresa. El servicio Big Factory es ideal para unificar y homogeneizar toda su oferta de contenidos digitales bajo los mismos criterios pedagógicos, estéticos y tecnológicos, estableciendo así procesos de creación comunes a toda la organización.
Webinar ofrecido el 22 de septiembre de 2016.
Netex Webinar | Engage your learners with Stories and Challenges [EN]Netex Learning
Mike Byrne presented on next generation learning platforms. He discussed the power of storytelling to engage learners and applying game-like elements through gamification. The importance of user experience design was also covered. learningPlay was introduced as a platform that utilizes gamification, storytelling, rich interactive content, tracking reports, and is compatible with mobile devices without needing a separate learning management system.
Netex Webinar | Learning Stories: storytelling, gamificación y curación de co...Netex Learning
Este documento describe cómo la plataforma Learning Stories utiliza el poder de la narración de historias, la gamificación y la curación de contenidos para mejorar el aprendizaje. La plataforma permite a los usuarios crear o curar contenidos como videos y cursos interactivos, organizar las actividades en misiones y desbloques y ofrecer insignias y puntos para incentivar el aprendizaje. Además, proporciona informes detallados sobre el progreso de los usuarios sin necesidad de un LMS tradicional.
Netex Webinar | Gamification and Open Badges: The new currency for Profession...Netex Learning
Netex is a learning technology company with almost 100 professionals working across three continents. The presentation discusses gamification and open badges, including a user case study of how a company implemented a badge system to track employees' skills. The Netex learningCloud platform allows creating gamified activities and assigning badges when criteria are met. A demo shows the basic workflow of a learning activity triggering a badge to be assigned via the LRS and L2P systems.
Michelle's plenary - Teaching Oral English for Employability Using Communica...valarpink
The document provides examples of communicative language techniques for teaching oral English skills for employability purposes. It discusses activities like model-based dialogues where teachers provide language models for students to practice conversations in specific contexts. It also describes role plays where students take on roles and use language functions to complete tasks like accepting or declining invitations. Additionally, it mentions interviews where students practice speaking to different partners, and small group problem solving where students collaborate in groups to make decisions or plan activities. Overall, the document outlines role plays, interviews, and group activities as hands-on techniques for developing students' speaking abilities for employment.
Netex Webinar | Factores clave a la hora de implantar una bigFactory [ES]Netex Learning
Este documento describe los factores clave para implementar una "bigFactory", una solución de producción de contenidos a gran escala. Una bigFactory ofrece un modelo de producción efectivo e innovador que unifica la oferta formativa bajo criterios pedagógicos, gráficos y tecnológicos comunes, reduciendo tiempos y aportando más control. Funciona mediante consultoría previa, un modelo digital de producción, gran capacidad de producción y mejora continua para garantizar la calidad, innovación y cumplimiento de plazos y costes.
Gamification in 2012: Trends in Consumer and Enterprise Markets with MetricsWanda Meloni
M2 Research is a market advisory company focused on emerging trends in entertainment, tools and technologies. We provide in depth coverage on mobile, social, demographics, non-gaming applications. Visit us at www.m2research.com.
Killer bunnies and the quest for the magic carrot: gamification and ELTGraham Stanley
Can gamification be used effectively in language teaching? Or is it just another passing fad? Although at first glance, the 'adding of game elements to non-game contexts' using points, badges, and leader-boards, etc. seems to be an attractive proposition for teachers, there is more to gamification than first meets the eye.
Gamification Decks: Structure Gamification Projects with Design ThinkingDaniel Meusburger
The document discusses using a design thinking process to effectively plan and implement gamification. It notes that 80% of current gamification applications fail due to lack of planning and user understanding. The design thinking process presented involves understanding user needs through research, developing ideas through brainstorming and prototyping, then testing prototypes with users in an iterative process. Following this process can help integrate user needs, business goals, and technology possibilities to create successful gamified applications.
Gamification in corporate e-learning: more than just a buzzword?Natasja Bollyn
The document discusses gamification in corporate e-learning. It defines gamification as using game mechanics and principles in non-game contexts. Some examples of game elements that can be used include avatars, storylines, badges, and leaderboards. Gamification works by appealing to different types of learners, known as killers, achievers, socializers, and explorers. The document also provides some examples of how gamification can be applied to e-learning and gives pointers for a gamified approach. It concludes by discussing how the company gamifies its own e-learning.
M2 Research - Women's Luncheon at Casual Connect 2013Wanda Meloni
This document summarizes key findings from a presentation on diversity and growth opportunities in the global games market. It finds that the market is growing at 6.7% annually and that mobile devices like smartphones and tablets are driving growth, especially among women, families and children. While the gaming industry has more diversity than in the past, women still only comprise 15% of the workforce and there are opportunities to better market games to female consumers. The document concludes that as games reach more diverse demographics and regions, diversity will be critical for industry success going forward.
Is Gamification legit or a leap of faith? Presentation investigates whether (or not) there is real business value by looking at case studies, market data, enterprise use cases and best practices. Includes user adoption impact and potential to improve brand loyalty and brand visibility.
Gamification is the most important opportunity and challenge that publishers currently face in the move from print to convergent media. Games and gaming represent the freshest most interactive form of media today. Using game elements to increase engagement, grow a loyal and targeted audience, and support OAO (Online Audience Optimization) efforts will keep publishers relevant in the fast-moving transition from print to digital.
Netex Webinar | Learning Analytics and New Intelligent Content [EN]Netex Learning
Intelligent content and learning analytics is changing the way we use technology to learning content in the classroom within the EdTech space.
Webinar offered by Netex UK Country Manager, Mike Byrne, and Netex CTO, Joserra Mosteiro, on how this latest technology can be used in the corporate learning arena.
Netex Webinar | bigFactory, la solución profesional de producción de contenid...Netex Learning
Ya es posible disponer de una solución de creación de contenidos a gran escala en su empresa. El servicio Big Factory es ideal para unificar y homogeneizar toda su oferta de contenidos digitales bajo los mismos criterios pedagógicos, estéticos y tecnológicos, estableciendo así procesos de creación comunes a toda la organización.
Webinar ofrecido el 22 de septiembre de 2016.
Netex Webinar | Engage your learners with Stories and Challenges [EN]Netex Learning
Mike Byrne presented on next generation learning platforms. He discussed the power of storytelling to engage learners and applying game-like elements through gamification. The importance of user experience design was also covered. learningPlay was introduced as a platform that utilizes gamification, storytelling, rich interactive content, tracking reports, and is compatible with mobile devices without needing a separate learning management system.
Netex Webinar | Learning Stories: storytelling, gamificación y curación de co...Netex Learning
Este documento describe cómo la plataforma Learning Stories utiliza el poder de la narración de historias, la gamificación y la curación de contenidos para mejorar el aprendizaje. La plataforma permite a los usuarios crear o curar contenidos como videos y cursos interactivos, organizar las actividades en misiones y desbloques y ofrecer insignias y puntos para incentivar el aprendizaje. Además, proporciona informes detallados sobre el progreso de los usuarios sin necesidad de un LMS tradicional.
Netex Webinar | Gamification and Open Badges: The new currency for Profession...Netex Learning
Netex is a learning technology company with almost 100 professionals working across three continents. The presentation discusses gamification and open badges, including a user case study of how a company implemented a badge system to track employees' skills. The Netex learningCloud platform allows creating gamified activities and assigning badges when criteria are met. A demo shows the basic workflow of a learning activity triggering a badge to be assigned via the LRS and L2P systems.
Michelle's plenary - Teaching Oral English for Employability Using Communica...valarpink
The document provides examples of communicative language techniques for teaching oral English skills for employability purposes. It discusses activities like model-based dialogues where teachers provide language models for students to practice conversations in specific contexts. It also describes role plays where students take on roles and use language functions to complete tasks like accepting or declining invitations. Additionally, it mentions interviews where students practice speaking to different partners, and small group problem solving where students collaborate in groups to make decisions or plan activities. Overall, the document outlines role plays, interviews, and group activities as hands-on techniques for developing students' speaking abilities for employment.
Netex Webinar | Factores clave a la hora de implantar una bigFactory [ES]Netex Learning
Este documento describe los factores clave para implementar una "bigFactory", una solución de producción de contenidos a gran escala. Una bigFactory ofrece un modelo de producción efectivo e innovador que unifica la oferta formativa bajo criterios pedagógicos, gráficos y tecnológicos comunes, reduciendo tiempos y aportando más control. Funciona mediante consultoría previa, un modelo digital de producción, gran capacidad de producción y mejora continua para garantizar la calidad, innovación y cumplimiento de plazos y costes.
Gamification in 2012: Trends in Consumer and Enterprise Markets with MetricsWanda Meloni
M2 Research is a market advisory company focused on emerging trends in entertainment, tools and technologies. We provide in depth coverage on mobile, social, demographics, non-gaming applications. Visit us at www.m2research.com.
Killer bunnies and the quest for the magic carrot: gamification and ELTGraham Stanley
Can gamification be used effectively in language teaching? Or is it just another passing fad? Although at first glance, the 'adding of game elements to non-game contexts' using points, badges, and leader-boards, etc. seems to be an attractive proposition for teachers, there is more to gamification than first meets the eye.
Gamification Decks: Structure Gamification Projects with Design ThinkingDaniel Meusburger
The document discusses using a design thinking process to effectively plan and implement gamification. It notes that 80% of current gamification applications fail due to lack of planning and user understanding. The design thinking process presented involves understanding user needs through research, developing ideas through brainstorming and prototyping, then testing prototypes with users in an iterative process. Following this process can help integrate user needs, business goals, and technology possibilities to create successful gamified applications.
Gamification in corporate e-learning: more than just a buzzword?Natasja Bollyn
The document discusses gamification in corporate e-learning. It defines gamification as using game mechanics and principles in non-game contexts. Some examples of game elements that can be used include avatars, storylines, badges, and leaderboards. Gamification works by appealing to different types of learners, known as killers, achievers, socializers, and explorers. The document also provides some examples of how gamification can be applied to e-learning and gives pointers for a gamified approach. It concludes by discussing how the company gamifies its own e-learning.
Gamification is hot buzzword at the moment; pity it sucks, eh?
Game mechanics and game design techniques have been a much proliferated meme in the UX, IxD, and design worlds as of late (for varying definitions of ‘late’). Touted as a ‘solution’ to the challenge of motivating certain behaviour in users, or making experiences more engaging, sadly these elements of the game development world are often blindly applied without finesse or elegance – akin to to hitting the user over the head with a colourful hammer.
I’ve given countless talks on gamification products, adding game mechanics to services, and motivating and engaging users through glorious interrelated feedback systems. All of it, well — most of it — was wrong.
Game design techniques aren’t applicable to every interaction design situation, but when they are they can make the experience that much more compelling, sticky and entertaining. The situations where they are truly, deeply applicable are few and far between. This session will help you spot those situations.
Using examples from the last half a decade of building gamified and non-gamified services and apps for consumers, this session will show you exactly why gamification sucks, why that’s actually quite a pity, and how you can fix it.
This session is about putting the heart and soul of game design into designing experiences, and using it to focus the well-meaning intention of games in the first place: making stuff more fun! This session is for everyone.
The world is changing - it's getting more exciting, more stimulating, more addictive. However, this comes at a cost. Our attention span, which according to some research is now below that of a goldfish!
One of the ways of trying to recapture our students' attention is to gamify their learning experience. These are the slides from Ebrahim Adam's presentation at "@CTIVSIT 2016 - Durban" where he discussed our research into the impact of gamification on one of our courses.
Gamification: Your Secret Weapon Against Zombie LearnersGrowth Engineering
A lack of learner engagement is the single biggest issue within the learning and development landscape. Luckily, we've got the perfect solution: Gamification. To find out the 'How?', 'What?' and 'Why?', take a look at our brand new presentation: 'Gamification: Your Secret Weapon Against Zombie Learners'.
This document discusses gamification in education. It defines gamification as applying game elements to non-game environments to motivate and engage users. In education, gamification aims to maximize enjoyment and engagement in learning through elements like feedback, fun challenges, and progress indicators. Some benefits of gamification in education include immediate feedback, scaffolded learning, a sense of mastery and progress. The document also provides examples of how game mechanics can be applied and discusses tools to implement gamification.
Presentation for the Northern Alabama chapter of Association of Talent Development (ATD). Topics Accenture Drops Annual Performance, Behavioral Economics, Loyalty programs, and Video games.
Gamification involves applying game design elements to non-game contexts to motivate and engage users. It uses mechanisms like points, badges, leaderboards and rewards to encourage collaboration, competition, and a sense of achievement through tasks. Gamification can be applied in areas like learning, business, health and fitness to improve employee productivity, engagement, recruitment and customer service. However, its effectiveness depends on good design and balancing intrinsic with extrinsic motivation.
Similar to Netex Webinar | What is NOT Gamification [EN] (8)
La solución profesional para la creación y gestión de contenidos digitales.
Crea colecciones de contenidos homogéneas y mantenlas siempre actualizadas, coordina toda tu red de proveedores y controla tiempos de producción y costes fácilmente.
Descubre la solución que te permitirá tener toda tu producción de contenidos bajo control.
learningCloud propone una interfaz basada en plataformas de consumo de ocio para que tus alumnos disfruten al máximo de la experiencia de aprender.
¡Descubre las ventajas de un LMS de nueva generación!
Your organisation is pure talent, make the most of it!
Define, assess and develop your team’s skills.
Detect reskilling and upskilling needs in your organisation and design a strategy based on the competencies required to achieve your objectives.
Professional creation and management of digital content in the cloud.
All your content production and management in one platform.
Create seamless collections of content and keep them updated.
Coordinate your internal content development or your entire network of suppliers, and control production times and costs easily and smoothly.
Netex talentCloud 2021 | Tu organización es puro talento [ES]Netex Learning
Define, evalúa y desarrolla las habilidades de tus equipos.
Detecta necesidades de reskilling o upskilling en tu organización y diseña una estrategia basada en las competencias necesarias para alcanzar tus objetivos.
Netex talentCloud 2021 | Your organisation is pure talent [EN]Netex Learning
Define, assess and develop your team’s skills.
Detect reskilling and upskilling needs in your organisation and design a strategy based on the competencies required to achieve your objectives.
This document describes a content management platform called contentCloud that allows users to create, manage, and collaborate on digital content. It offers tools for content production including templates, multimedia resources, and analytics. Content can be developed by internal teams or external suppliers according to predefined models. The platform provides project management features and allows monitoring of production status, storage usage, and team performance. It aims to help users control and accelerate their content production processes.
smartClassroom de Netex ofrece contenidos didácticos que cuentan con una capa de funcionalidades inteligentes diseñadas para revolucionar el modo en el que impartimos formación presencial.
Con smartClassroom, los docentes podemos:
- Realizar el control del aula.
- Obtener datos en tiempo real.
- Modificar el contenido editorial y crear contenidos propios.
- Acceder a analíticas relevantes para la evaluación.
WEBINAR | La escuela desde casa, es hora de reinventarse [ES]Netex Learning
En cuestión de dos semanas el instituto y la escuela han cambiado para nosotros, como docentes, y sin duda para nuestro alumnado. ¿Y ahora? Toca reinventarse.
Seguro que conoces ya diversas herramientas y aplicaciones que pueden ayudarte, pero ¿tienes claras las claves del éxito en la formación a distancia? ¿Cómo puedes conseguir mejores resultados?
Y es que la tecnología sin pedagogía, no es suficiente.
En este webinar analizamos las orientaciones esenciales que nos ayudarán a organizarnos, a comunicarnos y a buscar nuevas y creativas formas de afrontar esta situación.
También ofrecemos algunas claves sobre cómo hacer la transición a dar clases con estrategias online.
Temas clave:
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WEBINAR | Driving business performance [EN]Netex Learning
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Check out our post summarizing the changes across 80 countries worldwide for May 2024! It also includes tips for employers and employees – covering e.g. CV for ATS: https://blog.careerangels.eu/market-signals-global-job-market-trends-may-2024-summarized/
#Markets #Jobs #Europe #CareerAngels
Team Building Activities for Introverts.pdfConfetti
Plan events that cater to all personality types! Activities that allow for quieter interaction and personal space can create a more inclusive and supportive atmosphere for all team members and help introverts feel more valued and understood.
Check out our blog for the full list 👉 https://share.withconfetti.com/4aV7kEz
4. ?
Gamification in elearning is about
embedding Games in elearning
content or embedding content
inside games and require 2D or 3D
game like environments.
5. GAMIFICATION IS NOT
PLAYING GAMES
AND RANDOMLY CONSUMING
LEARNING CONTENT
IT’S ALSO NOT
CREATING
LEARNING GAMES
& GIVING CANDY POINTS
NO!
16. ?
Rate your engagement levels
consuming latest technologies, for
example Smartphones apps that
allow you to plan your day, or show
you weather or consuming content
on SMART TVs.
17. ?
Do you believe the Spectacular
User Experience is responsible
for user engagement with these
technologies?