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The e-Sports and gamification Master Class will give decision makers the knowledge and competencies necessary to approach this challenge by harnessing the power of games. - More info : www.ebu.ch/contents/trainings/2016/03/e-sports-and-gamifi...
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...