How To Fake AI Without Really Trying

This is an example of how Savv-e uses gamification to match the user experience with specific learning outcomes.

In this case, we designed an emotional 'chat-bot' to train staff in the finance industry in dealing with angry customers. The results were surprising and a lot of fun.

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3 Ways Games Are Good For Your Health

Right now, games are everywhere. In the corporate and government sectors, we’ve seen a rapid increase in gamification and gamified learning, particularly in training and customer outreach.

According to Digital Australia, the average Australian gamer is 34 years old, plays for over an hour a day, can’t be defined by gender, and is likely to be fighting his or her grandparents for a turn on the Nintendo.

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6 mobile learning best practices to improve outcomes

With the number of mobile internet users officially overtaking desktop users in 2016, and more and more people working away from the office, mobile learning isn’t just the future for eLearning providers — it's already here. But with every exciting new frontier comes new technological challenges to adapt to and best practices to take onboard.

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Gamification in e-learning, what’s all the fuss about?

Gamification has received much hype and buzz in recent years. In fact, it’s been so overused in the e-learning industry that it was featured in Gartner’s Hype Cycle for four years in a row.

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