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  2. Gamification - Wikipedia

    en.wikipedia.org/wiki/Gamification

    In general, enterprise gamification refers to work situations where "game thinking and game-based tools are used in a strategic manner to integrate with existing business processes or information systems. And these techniques are used to help drive positive employee and organizational outcomes."

  3. 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.

  4. Behavioral change support system - Wikipedia

    en.wikipedia.org/wiki/Behavioral_change_support...

    The user-monitoring and reward system of a BCSS helps users complete the rest of the stages of the behavior change (action, maintenance, and termination) and avoid regression to the previous unwanted behavior. Schmied (2017) proposes a similar seven-step process: the Designing for Behaviour Change (DBC) framework. [19]

  5. 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 ...

  6. Gamification of Finances May Help People Achieve Savings ...

    www.aol.com/finance/gamification-finances-may...

    The early days of the pandemic brought a new phenomenon to light: the rise of the retail investor. Along with it, came the gamification of finance via new platforms and apps. While many deemed...

  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 ]

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