Gamification - eLearning · PDF file in eLearning. 1 Boost Motivation Hewlett Packard...

Click here to load reader

  • date post

    24-Jul-2020
  • Category

    Documents

  • view

    0
  • download

    0

Embed Size (px)

Transcript of Gamification - eLearning · PDF file in eLearning. 1 Boost Motivation Hewlett Packard...

  • 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.

  • Thanks for reading! Find out more by visiting www.litmos.com