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  2. Centrical - Wikipedia

    en.wikipedia.org/wiki/Centrical

    Gamification: points, badges, leaderboards, and challenges tap into intrinsic and extrinsic motivators to motivate employees and encourage desired behaviours. Personalized Learning Paths: training and ongoing learning and development experiences based on individual employee needs and goals.

  3. Gamification - Wikipedia

    en.wikipedia.org/wiki/Gamification

    A collection of research on gamification shows that a majority of studies on gamification find it has positive effects on individuals. [29] [5] However, individual and contextual differences exist. [30] Gamification can be achieved using different game mechanics and elements which can be linked to 8 core drives when using the Octalysis ...

  4. Gabe Zichermann - Wikipedia

    en.wikipedia.org/wiki/Gabe_Zichermann

    In 2011, Zichermann co-wrote Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps with Christopher Cunningham. The book has been described as a quick read, introducing the concept of gamification and discussing how businesses could implement gamification to keep their customers engaged. [ 29 ]

  5. How to handle underperforming employees according to HR ... - AOL

    www.aol.com/finance/handle-underperforming...

    In many cases, HR is notified about a struggling employee well into their lackluster work performance. But the underperforming employee may have a lot more going on than what meets the eye.

  6. Marsh McLennan is offering employees a digital app that ... - AOL

    www.aol.com/finance/marsh-mclennan-offering...

    Marsh McLennan employees can access tailored well-being recommendations, through an app, based on their individual needs. Marsh McLennan is offering employees a digital app that tailors well-being ...

  7. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/Gamification_of_learning

    The gamification of learning is an educational approach that seeks to motivate students by using video game design and game elements in learning environments. [1] [2] The goal is to maximize enjoyment and engagement by capturing the interest of learners and inspiring them to continue learning. [3]