Choosing the best partner and the most appropriate method to develop custom training can be a daunting endeavor. To help simplify the process, we created multiple infographics to illustrate our approach. We believe these to be best practices throughout the industry and hope they provide assistance, regardless of who you select as a development partner. If you would like to discuss any of these topics in detail, please contact us today!
Building successful eLearning is more than just taking your training online. Take a look at this infographic for the What, How and Who of building a successful eLearning project for your organization.
Before diving into building a Serious Game it is a good idea to take a step back and review the best practices of doing so. In this infographic we go through the best practices of instructional design in Serious Games.
Download this infographic to learn about the use of video games in society and how it applies to the audiences that we build serious games for. Learn about what genre's of video games and interests each demographic that plays video games.
What is Gamification? Gamification is using the appeal and immersive mechanics of video games to engage users in non-game activities. Adding progression, rewards, and structure to academic or professional practices to increase engagement in that practice. In this infographic we go through the statistics and information and the future outlook of Gamification.
The millennials entering the workforce are innovative, mobile, and constantly learning new technologies using with their devices. The adoption of mobile devices is on the rise, which leads us to determine that the use of mLearning for corporate training is here to stay. Download the Mobile Adoption rates and information to help justify to your Chief Learning Officer why mobile learning should be put into place at your organization today!
Virtual Reality is a rapidly growing industry, currently dominated by companies including Samsung, Facebook, Google, Microsoft, HTC, and Sony. Each of these companies has a VR or AR device currently on the market, all ranging in cost. It is estimated that by 2020, 52 million head-mounted devices will be used in the US.
Virtual Reality is expected to be a $25 billion industry by 2021. The VR industry is primarily comprised of gaming and hardware, but is also prevalent in film, theme parks, and niche markets, as well. VR has been breaking barriers across a wide variety of business aspects including training, advertising, customer service, leadership, product design, and much more. As popularity grows and greater accessibility gives more exposure to this new technology, VR will allow for more breakthroughs in gaming, training, and entertainment.
Virtual Reality is now here to stay in our society, and VR will continue to be adapted as our culture accepts it as a medium for digital technologies and immersion. As this takes place, training in the workplace will evolve and change, incorporating the use of VR training simulations and serious games. This infographic explains the current adaptation rates, and provides predictions to what will take place within the short and long term life cycle of virtual reality in the workplace. Fill out the form with your details to get a copy of this infographic.