Gamification -

the word is everywhere. Training. Marketing. Customer loyalty programs. Face Book. LinkedIn. What is it, exactly?
Defined in the 1980’s, gamification examines motivation, learning, and performance from the standpoint of positive encouragement and reqard. It is a way of rewarding the desired behaviors - badges, leaderboards, points and similar symbols are often thought of as the hallmark of games - but what about table top exercises, role plays, war games, and other forms of interactive learning? These are also in the realm of gamification. We see it as a formalized framework for experiential learning. Just look it up on YouTube to see how much research has been done, and how the field is coalescing.

And in distance learning…this may be the missing piece for engaging the learner!

The Flipped Classroom - an akDLN

The Flipped Classroom - have you tried it? A training idea that can be used in the classroom AND in the workplace training room. Learn more about this and see how it might benefit you to use distance learning technologies WITH your live sessions!