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One of the biggest problems that e-learning content creators must overcome is lack of learner recall. If e-learners walk away from a system with poor levels of recall and limited embedded learning, then the value and effectiveness of any e-learning...

Pressing Play on Gamification

2 min read
Millennials have never lived in a world without video games. The oldest members of this generation were mere toddlers when the Nintendo game system launched in 1985, sparking a gaming trend that has not only infiltrated our homes, but now our workplace.

Salespeople, Coaching and Gamification

2 min read
We have completed three related research pieces over the last year and a half, focusing on sustaining the impact of the sizable investment that corporations make in sales training.
Gamification is the process of applying gaming designs and concepts to learning or training scenarios in order to make them more engaging and entertaining for the learner.
With billions being spent on e-learning, the stakes are high for student success. The worldwide market for self-paced e-learning was valued at $21.9 billion in 2011, according to a report released by Ambient Insight. The United States was the biggest...