Book Image

Enterprise LMS with Adobe Captivate Prime

By : Damien Bruyndonckx
Book Image

Enterprise LMS with Adobe Captivate Prime

By: Damien Bruyndonckx

Overview of this book

Adobe Captivate Prime is an enterprise learning management system (LMS) that enables organizations to deliver, manage, and track engaging learning experiences for employees, partners, and customers. This book will help you unlock the full potential of this platform to deliver world-class learning experiences. Complete with walkthroughs, examples, and strategies to fully understand Captivate Prime, this book will set you on the path to becoming an administrator, author, or teacher and see you experiment with Captivate Prime from different perspectives. You'll gain an in-depth understanding of how the features relate to one another and to your business. After setting up the platform, you'll learn how to push learning content online and arrange it to build an online course that provides a blended learning experience. You'll be able to deploy your content to different devices and explore Captivate Prime's features for monitoring your students' progress on a daily basis. Finally, you'll see how to organize and maintain your course catalog and take the learner experience to the next level. By the end of the book, you’ll be able to implement your organization’s training strategy and provide engaging learning experiences while building meaningful reports to monitor their effectiveness.
Table of Contents (22 chapters)
1
Section 1: Publishing Learning Content
6
Section 2: Managing and Tracking Students' Learning
13
Section 3: Enhancing the Learner Experience
17
Section 4: Administering the Platform

Chapter 11: Badges and Gamification

People learn best when they are having 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. In addition, 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 online in 2008 and gained popularity around 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 has been applied to many aspects of our daily lives. After all, airlines allow us to earn miles, brands have loyalty programs and award us with points when we purchase some of their products, many organizations use employee honor rolls to increase...