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Enterprise LMS with Adobe Learning Manager

You're reading from   Enterprise LMS with Adobe Learning Manager Design and develop world-class learning experiences for your employees, partners, and customers

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Product type Paperback
Published in Jun 2023
Publisher Packt
ISBN-13 9781804618875
Length 502 pages
Edition 1st Edition
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Author (1):
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Damien Bruyndonckx Damien Bruyndonckx
Author Profile Icon Damien Bruyndonckx
Damien Bruyndonckx
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Table of Contents (23) Chapters Close

Preface 1. Part 1 – Publishing Learning Content
2. Chapter 1: Introduction to Adobe Learning Manager FREE CHAPTER 3. Chapter 2: Customizing the Look and Feel of Adobe Learning Manager 4. Chapter 3: Uploading Learning Content and Managing the Content Library 5. Chapter 4: Creating Skills and Courses 6. Part 2 – Managing Learners and Tracking Learning Data
7. Chapter 5: Managinswg Users 8. Chapter 6: Enrolling Learners in Courses 9. Chapter 7: Reviewing the Learner Experience 10. Chapter 8: Exploring the Instructor Role 11. Chapter 9: Configuring and Using Feedback 12. Chapter 10: Reporting in Adobe Learning Manager 13. Part 3 – Enhancing the Learner Experience
14. Chapter 11: Badges and Gamification 15. Chapter 12: Enabling and Managing Social Learning 16. Chapter 13: AI-Powered Recommendations for Learners 17. Part 4 – Administering the Platform
18. Chapter 14: Working with Catalogs and Peer Accounts 19. Chapter 15: Working with Messages and Announcements 20. Chapter 16: Exploring the Integration Admin Role 21. Index 22. Other Books You May Enjoy

Badges and Gamification

People learn best when they have fun! This is something teachers and instructors have known for thousands of years. There is historical evidence that games and game-based learning were well-known educational ideas in ancient Greece and during the Roman Empire. The earliest African board games used to teach mathematics, logic, and strategy were designed over 5,000 years ago!

Despite this long and rich history, the term gamification first appeared in online education around 2008 and gained popularity as of 2010. A widely accepted definition of gamification is the use of game-design elements and game principles in non-game contexts.

This definition is not specific to education. In fact, gamification is present in many aspects of our daily lives. For example, we earn miles when we fly and redeem them for free upgrades, and we earn points and stamps when we shop and redeem them for all sorts of gifts, and so on. In the corporate world, many organizations use...

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