{"id":75610,"date":"2022-02-28T13:55:30","date_gmt":"2022-02-28T11:55:30","guid":{"rendered":"https:\/\/www.csregypt.com\/?p=75610"},"modified":"2022-02-28T13:55:30","modified_gmt":"2022-02-28T11:55:30","slug":"nearly-60-of-all-e-learning-will-be-gamified-by-2022-end","status":"publish","type":"post","link":"https:\/\/csregypt.com\/en\/nearly-60-of-all-e-learning-will-be-gamified-by-2022-end\/","title":{"rendered":"Nearly 60% of all e-learning will be gamified by 2022-end"},"content":{"rendered":"<p dir=\"ltr\" style=\"text-align: left;\">Amongst all sectors, possibly the biggest impact the Covid-19 pandemic has had is on education and training. Not just schools and colleges, even corporate training turned entirely online. Now while schools and colleges are opening physical classrooms, corporate training is expected to continue in the hybrid mode, Sameer Nigam, the CEO &amp; co-founder of Stratbeans (the AI-driven learning solutions provider), told FE.<\/p>\n<p dir=\"ltr\" style=\"text-align: left;\">Three trends that will continue are microlearning, case-study learning and gamification.<\/p>\n<p dir=\"ltr\" style=\"text-align: left;\"><strong>Microlearning:\u00a0<\/strong>It enables work-based learners to acquire new knowledge or skills just in time to meet their immediate needs in this fast-changing world; it can also assist work-based learners in completing a specific, actionable task. \u201cWork-based learners who have limited time to learn new skills or refresh their memory can benefit from microlearning. It does a good job of eliminating time-wasters; it\u2019s simply not possible to get distracted when you only have five minutes at a time,\u201d Nigam said.<\/p>\n<p dir=\"ltr\" style=\"text-align: left;\"><strong>Case-study learning:<\/strong>\u00a0Also called scenario-based learning, several important topics such as leadership and project management are best learned through observation and immersion, which helps explain why scenario-based learning is becoming more popular. \u201cThis will continue to see traction this year and beyond,\u201d Nigam said.<\/p>\n<p dir=\"ltr\" style=\"text-align: left;\"><strong>Gamification:\u00a0<\/strong>Nigam added that nearly 60% of all e-learning will be gamified by 2022-end. \u201cGamification takes a traditional learning course and makes it interactive using game-like elements, such as points, badges, leaderboards and rewards. It is proven to enhance learning outcomes significantly.\u201d<\/p>\n<p dir=\"ltr\" style=\"text-align: left;\">The pandemic has had a deep impact on all industries and organisations. It has also made companies embrace agility to pivot their businesses. This has given birth to a whole new set of challenges for people working in organisations that have had a tough time surviving the pandemic. These challenges span from stress and burnout to low wages and benefits, inflexibility, and much more. \u201cAs a result, an alarming number of people are expected to contribute to the phenomenon called the \u2018great resignation\u2019. Employers are thus forced to look at employee retention through a variety of initiatives such as skill development, flexible work modes, and so on. They\u2019ve realised that a simple change in job profile through digital upskilling can help boost employee retention while saving money and time on employee replacement,\u201d Nigam said. \u201cWe\u2019ve seen increased interest in our digital learning solutions from industries like manufacturing and IT.\u201d<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Amongst all sectors, possibly the biggest impact the Covid-19 pandemic has had is on education and training. Not just schools and colleges, even corporate training turned entirely online. Now while schools and colleges are opening physical classrooms, corporate training is expected to continue in the hybrid mode, Sameer Nigam, the CEO &amp; co-founder of Stratbeans [&hellip;]<\/p>\n","protected":false},"author":410,"featured_media":75611,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[6029,984],"tags":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v22.6 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Nearly 60% of all e-learning will be gamified by 2022-end - Csr Egypt<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/csregypt.com\/en\/nearly-60-of-all-e-learning-will-be-gamified-by-2022-end\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Nearly 60% of all e-learning will be gamified by 2022-end - Csr Egypt\" \/>\n<meta property=\"og:description\" content=\"Amongst all sectors, possibly the biggest impact the Covid-19 pandemic has had is on education and training. Not just schools and colleges, even corporate training turned entirely online. Now while schools and colleges are opening physical classrooms, corporate training is expected to continue in the hybrid mode, Sameer Nigam, the CEO &amp; co-founder of Stratbeans [&hellip;]\" \/>\n<meta property=\"og:url\" content=\"https:\/\/csregypt.com\/en\/nearly-60-of-all-e-learning-will-be-gamified-by-2022-end\/\" \/>\n<meta property=\"og:site_name\" content=\"Csr Egypt\" \/>\n<meta property=\"article:publisher\" content=\"https:\/\/www.facebook.com\/csregypt\/\" \/>\n<meta property=\"article:published_time\" content=\"2022-02-28T11:55:30+00:00\" \/>\n<meta property=\"og:image\" content=\"https:\/\/csregypt.com\/wp-content\/uploads\/2022\/02\/1-712.jpg\" \/>\n\t<meta property=\"og:image:width\" content=\"1200\" \/>\n\t<meta property=\"og:image:height\" content=\"665\" \/>\n\t<meta property=\"og:image:type\" content=\"image\/jpeg\" \/>\n<meta name=\"author\" content=\"Marwa Zein\" \/>\n<meta name=\"twitter:card\" content=\"summary_large_image\" \/>\n<meta name=\"twitter:creator\" content=\"@egyptcsrforum\" \/>\n<meta name=\"twitter:site\" content=\"@egyptcsrforum\" \/>\n<meta name=\"twitter:label1\" content=\"Written by\" \/>\n\t<meta name=\"twitter:data1\" content=\"Marwa Zein\" \/>\n\t<meta name=\"twitter:label2\" content=\"Est. reading time\" \/>\n\t<meta name=\"twitter:data2\" content=\"2 minutes\" \/>\n<script type=\"application\/ld+json\" class=\"yoast-schema-graph\">{\"@context\":\"https:\/\/schema.org\",\"@graph\":[{\"@type\":\"Article\",\"@id\":\"https:\/\/csregypt.com\/en\/nearly-60-of-all-e-learning-will-be-gamified-by-2022-end\/#article\",\"isPartOf\":{\"@id\":\"https:\/\/csregypt.com\/en\/nearly-60-of-all-e-learning-will-be-gamified-by-2022-end\/\"},\"author\":{\"name\":\"Marwa Zein\",\"@id\":\"https:\/\/csregypt.com\/#\/schema\/person\/5df2c73ec5c5eaada424a85f98cd7bec\"},\"headline\":\"Nearly 60% of all e-learning will be gamified by 2022-end\",\"datePublished\":\"2022-02-28T11:55:30+00:00\",\"dateModified\":\"2022-02-28T11:55:30+00:00\",\"mainEntityOfPage\":{\"@id\":\"https:\/\/csregypt.com\/en\/nearly-60-of-all-e-learning-will-be-gamified-by-2022-end\/\"},\"wordCount\":398,\"commentCount\":0,\"publisher\":{\"@id\":\"https:\/\/csregypt.com\/#organization\"},\"image\":{\"@id\":\"https:\/\/csregypt.com\/en\/nearly-60-of-all-e-learning-will-be-gamified-by-2022-end\/#primaryimage\"},\"thumbnailUrl\":\"https:\/\/csregypt.com\/wp-content\/uploads\/2022\/02\/1-712.jpg\",\"articleSection\":[\"education\",\"news\"],\"inLanguage\":\"en-US\",\"potentialAction\":[{\"@type\":\"CommentAction\",\"name\":\"Comment\",\"target\":[\"https:\/\/csregypt.com\/en\/nearly-60-of-all-e-learning-will-be-gamified-by-2022-end\/#respond\"]}]},{\"@type\":\"WebPage\",\"@id\":\"https:\/\/csregypt.com\/en\/nearly-60-of-all-e-learning-will-be-gamified-by-2022-end\/\",\"url\":\"https:\/\/csregypt.com\/en\/nearly-60-of-all-e-learning-will-be-gamified-by-2022-end\/\",\"name\":\"Nearly 60% of all e-learning will be gamified by 2022-end - 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