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Gamification For Talent Development: Key Design Principles Proven To Drive Learning Success

About This Course:
Gamification isn’t just about points, leaderboards, and badges. Games and gamification can be a powerful tool for organizational talent development, improving reactions and learning and transfer. In addition, HR and learning officers may seize the opportunity to gamify learning assessments so to create a more comfortable, effective, and even stealthy learning environment…employees won’t even realize they’re being assessed!

Gamification for training designers can improve learner satisfaction and learner retention, and some types of gamification can even increase knowledge and skill gains among employees.

The right gamification can be a huge asset to HR and training professionals, but the difficult part is implementing “proper design.” Your goals as the trainer, communication with the employee, and the proverbial toolkit you use will all play a part in whether your experience is a success.

Thankfully, with a few science-driven recommendations, you can be on your way to an effective learning and development program that leverages gamification. Join us for an in-depth webinar on how different organizations are using gamification as a talent development technique and how, when properly designed, it can work for your organization.

Learning Objectives
  • Examples of successful uses of gamification for developing talent
  • Why making learning fun is a valuable goal for designers
  • The differences between gamification, simulations, and serious games as learning tools and how to tell when it’s best to use each
  • How games can provide assessments of learning and training transfer
  • How badges, points, and leaderboards are just one little piece of the gamification toolkit
  • And much more!
About Your Presenter

Richard N. Landers, Ph.D.
Associate Professor, Psychology
Old Dominion University

Richard N. Landers, Ph.D., is an Associate Professor of Industrial/Organizational Psychology at Old Dominion University in Norfolk, VA, USA. His research program concerns the use of innovative technologies in adult learning, assessment, employee selection, and research methods, with his work appearing in numerous scholarly journals. Recent topics have included big data, game-based learning, game-based assessment, gamification, unproctored Internet-based testing, mobile devices, virtual reality, and online social media. His research and writing has been featured in Forbes, Business Insider, Science News, Popular Science, Maclean’s, and the Chronicle of Higher Education, among others.
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