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Beruflich-betriebliche Weiterbildung 4.0: Gamification im E-Learning in Verbindung mit individueller Spieleapplikation für die mitarbeiterorientierte Weiterbildung der Zukunft.

  • Source: Industrie 4.0 Management : Gegenwart und Zukunft industrieller Geschäftsprozesse. 2019, Vol. 35 Issue 2, p13-17. 5p.

  • Abstract: The digitalisation of the working world leads to the need and at the same time to the possibility of qualifying employees in a context- oriented, ... Die Digitalisierung der Arbeitswelt führt zu dem Bedarf und zugleich zu der Möglichkeit, Mitarbeiter kontextorientiert, individuell und arbeitsprozessnah zu qualifizieren. Die Herausforderung in ...

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Periodical

GAMIFICATION ENHANCES LEARNING AND PERFORMANCE.

Subjects: *Labor incentives; GamificationDavis, Matt

  • Source: Credit Union Magazine. Oct2016, Vol. 82 Issue 10, p24-24. 1/2p.

  • Abstract: The article discusses the use of gamification in enhancing learning and performance which highlights the

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Periodical

When Opportunity Knocks.

Subjects: *Employee training directors; *Employee training; *Continuing educationState Farm Insurance Cos.

  • Source: Chief Learning Officer. Nov2017, Vol. 16 Issue 9, p22-26. 4p. 3 Color Photographs.

  • Abstract: The article offers information on Carra Simmons, vice president of learning and development at insurance company State Farm. Topics discussed include ...

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Periodical

Applying neuroscience.

Subjects: *Leaders; *Executives; Learning

  • Source: Training Journal. Apr2014, p53-56. 4p. 2 Color Photographs.

  • Abstract: The article offers tips on how organizational leaders and professionals can apply the latest findings in the field of neuroscience in a ...

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Periodical

Broadening the Definition of Gamification for L&D Professionals.

Subjects: Video games; Electronic games; Monopoly (Game)

  • Source: Learning Circuits. 2012, p7-7. 1p.

  • Abstract: The author explains the expansion of the definition of gamification for learning and development specialists. He tells ...

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Periodical

Turning Students Into Readers With the LightSail Literacy Platform.

Subjects: Academic achievement; Learning strategies; Literacy

  • Source: Information Today. Jun2017, Vol. 34 Issue 5, p9-9. 1p.

  • Abstract: The article discusses the benefits of the Light- Sail literacy platform for readers in grades K–12. The platform aims to make all books entertaining and ...

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Periodical

Time to Consider 2020?

Subjects: *Forecasting; *Information resources management; *Information services

  • Source: Information Outlook. Nov/Dec2012, Vol. 16 Issue 6, p29-33. 4p. 1 Color Photograph.

  • Abstract: The article discusses upgradation of technologies that will be handled by the students of 2020. It cites that librarian have to present everywhere virtually and physically ...

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Periodical

Is the future game-based?

Subjects: *Employee training; *Cost control; Gamification

  • Source: Training Journal. Jul2015, p34-37. 4p.

  • Abstract: The article discusses the use of gamification to create engaging electronic-learning content for use in

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Periodical

The Gamification Game.

Subjects: *Chief learning officers; *Employee training; *Game theory

  • Source: Chief Learning Officer. Mar2015, Vol. 14 Issue 3, p10-10. 1p.

  • Abstract: The article discusses gamification in corporate learning, development and marketing. The author defines the gaming process and ...

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Periodical

THE CONTRACTING GAME: Gamified learning can increase student engagement with acquisition topics.

Subjects: *Defense contracts; Video games in education; Gamification

  • Source: Contract Management. May2022, Vol. 62 Issue 5, p38-44. 7p.

  • Abstract: The article discusses the role of gamified learning for improving learning outcome in relation to defense contracting ...

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