'Gamification' has become a buzzword in recent years when it comes to student engagement in the classroom. It has since made its way into training rooms and even customer centric strategies.
However, many have misunderstood this term and assumed that gamification is the act of playing or adding games into a training session. While it is a good start, it narrows the benefit of a true gamification implementation.
This book sets to clear the air and provide a simple guidance to understand and apply gamification.
Readers who are keen to know more about gamification are encouraged to pick up this book, as well as trainers and managers who are looking for ideas to boost employee and customer engagement.