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Museu de les Ciències Naturals de Barcelona

Speaker Alan Fishel explains his take on Fundamental Gamification at TEDxTysons

1. It can be used for all learning needs - Be it induction, onboarding, product sales, customer support, soft skills, awareness creation and compliance.

  

2. Reduces engagement gap - Makes the product or service more engaging, more game-like and fun, so people will use the product or service more.

  

3. Impacts the bottom-line - Brings in better learning experience, higher recall and retention, behavioral change and significant performance gain for the organization.

 

You can download it from www.paradisosolutions.com/infographics/elearning-gamifica...

 

Wetpaint is a next-generation media company that uses its proprietary state-of-the-art technologies and expertise in social media to drive and monetize audiences.

 

www.wetpaint.com?bd_cohort=true

GSummit San Francisco, held June 19-21, 2012

Museu de les Ciències Naturals de Barcelona

Bridge at D2 Communications about "Gamification"

Terrassa De Les Indianes, Barcelona

Speaker Alan Fishel explains his take on Fundamental Gamification at TEDxTysons

GSummit 2012 VIP Party at B-Bar

Photos By @RiouxVisuals | Carol Rioux & Carlie Rioux

#SMByyc87 | Apr.28, 2017

Venue: @Trolley_5

Breakfast: White Mountain Adventures

Speakers:

@donnamct @88Styles @sidepix

Topics:

Could Gamification Bridge Divide

Food Festival Gamification

Examples of Gamification Before I Knew It Was

Gamification Friday 18-03-2016 Michiel van Eunen

Museu de les Ciències Naturals de Barcelona

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