M2 PRESSWIRE-September 3, 2019-: Global
Gamification Market Anticipated to Exceed $32 Billion by 2025
Brands like Keells can leverage
gamification to build their brand image and improve customer engagement.
Release date- 21082019 - AllenComm announces 2 new industry awards for blended learning and
gamification.
Summary: New Delhi [India] July 29(ANI/BusinessWire India): NIIT Limited, a leading provider of skills and talent development services announced today that it has been selected as a 2019 Top 20
Gamification Company for the sixth consecutive year by TrainingIndustry.com.
Despite the predictions, however,
gamification does not seem to have taken hold among training professionals and in corporate classrooms in the Greater Lehigh Valley at least not yet.
Neal Oates, assistant head at Dubai British School, said
gamification is a method used in schools to improve engagement among students by using various applications and challenges in the classroom.
Pioneering the innovation in fan engagement through
gamification and attractive prizes, this digital property is providing a great opportunity for PSL fans, to not only take their passion to the next level but also to enjoy exciting rewards.
Exploring how to be 'future-ready', the event will feature experts discussing topics like wellness and mindfulness, imposter syndrome, retrieval practice, sketch-noting, digital literacy, deeper digital reading, philosophy for children,
gamification and evidence-based learning strategies, among others.