We’ve decided to start a new series on our blog called Learning Snacks. The goal with these posts is to bring you a set of curated resources on a specific topic from well-known sources in our space. This week’s topic is the gamification of learning.

We just returned from a week of jam-packed learning at Elliot Masie’s Learning 2015 conference. Of the many great sessions, we wanted to focus today’s post on just one: Gamification of Learning & Instruction: The Good, the Bad & the Ugly – featuring Karl Kapp.

Here’s a fun visual that someone created, which summarizes the conversation:

We had the pleasure of working with Karl earlier this year on a webinar titled, ‘A Practical Approach to Gamification,’ and his work also served as a great reference for our very popular Gamification Workbook.

If you’re having conversations about the value of gamification (looking to get buy-in) or thinking about making gamification a reality in your organization, here are some curated articles that might help you move things along:

1. Top 6 Benefits of Gamification in eLearning (~ 4 min read)

2. Future of Work: Using Gamification For Human Resources (~ 2 min read)

3. Gamification and Game-based Learning are Two Different Things (~ 4.5 min read)

4. How Gamification can Transform Your Business (~ 9.5 min read)

5. 7 Game and Gamification Guidelines for Your Organization (~ 2 min read)

6. How Gamification Bolsters Strong ROI With Business (~ 3.5 min read)

7. What the Future of Gamification in the Workplace Looks Like (~ 5 min read)

8. 5 Statistics That Prove Gamification is the Future of the Workplace (~ 4 min read)

BONUS: Our Gamification Workbook!

We hope you enjoyed this first Learning Snack, are there specific topics you would like us to curate for you? Share your thoughts in the comments below or give us a shout on Twitter.

Curated by The Axonify Learning Team


Axonify Team

Author: Axonify Team

Axonify is the the only learning platform trusted by business leaders to drive performance. It combines an award-winning approach to microlearning, with innovative knowledge-on-demand capabilities and the entire experience is gamified, driving high levels of participation.

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