With the increasing millennial workforce, organizations are re-evaluating their existing learning strategies. In this article, I showcase 3 examples (featuring microlearning, gamification, and social learning) that you can use to engage Millennials in the workplace.
Wikipedia defines Gamification as "the use of game thinking and game mechanics in non-game contexts to engage users in solving problems". While Gamification has been applied in several domains, our focus has been on its application in learning. Research certainly confirms the advantages of learning through Gamification. Let me share a case study that compares the gains in learning achieved through serious game concept vs a traditional eLearning approach.
mLearning provides multi-device support and is undergoing a shift from a fixed layout to a dynamic or responsive eLearning design. In this article, I answer 5 questions on how you can use responsive eLearning design to create better learner engagement.
Learn about how Kate Fanelli created "MathLand" a program that incorporated simple game mechanics into her classroom to engage and motivate her students with significant emotional disabilities.