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Enterprise LMS with Adobe Captivate Prime

You're reading from   Enterprise LMS with Adobe Captivate Prime Design and develop world-class learning experiences for your employees, partners, and customers

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Product type Paperback
Published in Sep 2021
Publisher Packt
ISBN-13 9781801073837
Length 616 pages
Edition 1st Edition
Concepts
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Author (1):
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Damien Bruyndonckx Damien Bruyndonckx
Author Profile Icon Damien Bruyndonckx
Damien Bruyndonckx
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Table of Contents (22) Chapters Close

Preface 1. Section 1: Publishing Learning Content
2. Chapter 1: Introduction to Adobe Captivate Prime FREE CHAPTER 3. Chapter 2: Customize the Look and Feel of Captivate Prime 4. Chapter 3: Uploading Learning Content and Managing the Content Library 5. Chapter 4: Creating Skills and Courses 6. Section 2: Managing and Tracking Students' Learning
7. Chapter 5: Managing Users 8. Chapter 6: Enrolling Learners to Courses 9. Chapter 7: Reviewing the Learner Experience 10. Chapter 8: Exploring the Instructor Role 11. Chapter 9: Configuring and Using Feedback 12. Chapter 10: Reporting in Captivate Prime 13. Section 3: Enhancing the Learner Experience
14. Chapter 11: Badges and Gamification 15. Chapter 12: Enabling and Managing Social Learning 16. Chapter 13: AI-Powered Recommendations for Learners 17. Section 4: Administering the Platform
18. Chapter 14: Working with Catalogs and Peer Accounts 19. Chapter 15: Working With Messages and Announcements 20. Chapter 16: Exploring the Integration Admin Role 21. Other Books You May Enjoy

Chapter 11: Badges and Gamification

People learn best when they are having fun! This is something teachers and instructors have known for thousands of years. There is historical evidence that games and game-based learning were well-known educational ideas in ancient Greece and during the Roman Empire. In addition, the earliest African board games used to teach mathematics, logic, and strategy were designed over 5,000 years ago!

Despite this long and rich history, the term gamification first appeared online in 2008 and gained popularity around 2010. A widely accepted definition of gamification is the use of game-design elements and game principles in non-game contexts.

This definition is not specific to education. In fact, gamification has been applied to many aspects of our daily lives. After all, airlines allow us to earn miles, brands have loyalty programs and award us with points when we purchase some of their products, many organizations use employee honor rolls to increase...

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