Raising engagement in e-learning through gamification

http://icvl.eu/2011/disc/icvl/documente/pdf/met/ICVL_ModelsAndMethodologies_paper42.pdf Games are part of day to day life, entertaining users, but at the same time modelling behaviors. By applying game mechanics and dynamics to tasks and e-learning processes we can increase user engagement with an e-learning application and its specific tasks. While having multiple uses in commercial practices, gamification implies well established techniques similar…

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ILT

​https://en.m.wikipedia.org/wiki/ILT In the US, the acronym ILT typically stands for Instructor-led training and is commonly used to distinguish training delivered by a live instructor from self-paced, pre-recorded content such as e-learning

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