gamification in elearning

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IN E-LEARNING Gamification

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IN E-LEARNING

Gamification

New Gamification Trends

80% of learners say their productivity would increase if their university/organization was more game-like

New Gamification Trends

70% Gartner predicted 70% of Global 2000 organizations would have at least one gamified application by 2014

New Gamification Trends

71% of employees are either not engaged or are actively disengaged in their work

New Gamification Trends

89% would engage with an LMS if the application had a point system

New Gamification Trends

40% in 2015, 40% of Global 1000 organizations will use gamification as the primary mechanism to transform business operations

New Gamification Trends

90% of learners recall information if they are applying content within a simulation

Benefits of Gamification in eLearning

1 Boost Motivation

Hewlett Packard launched Project Everest to give rewards like holidays and other goods to its best reseller teams and saw a

56.4% and $1 billion increase in revenue.

2 Build Engagement

Beat the GMAT: students increased

time spent on site by 370% through a gamified system.

3 Increase Learning Retention

Industry experts assert that interactive learning games can increase long-term retention

rates by up to 10 times.

5 Enhance Productivity

LiveOps call center reduced average call times by 15% and

increased sales by over 8%.

In Summary

More than half of learners would be

motivated by leaderboards and

increased competition among students.

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