Elearning! April

2013

Elearning! Magazine: Building Smarter Companies via Learning & Workplace Technologies.

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News Gamifcation's Biggest Danger: Security Issues Employee Engagement Translates to Success Fifty-seven percent of U.S. employees are moderately or highly engaged, an increase from 47% over 2011 reports the Tempkin Group Study. The study fnds that engaged employees are more than twice as likely to stay late at work if something needs to be done, help someone at work even if they're not asked, and do something that is good for the company even if it's not expected of them. Also, they are almost three times as likely to make recommendations about an improvement and more than six times as likely to recommend that a friend or relative apply for a job. 75% of employees in companies with signifcantly above-average fnancial performance are moderately or highly engaged. Gamifcation in corporate learning may carry the same dangers as consumer gaming, namely fraud. "With the explosion of applications and online sites using elements of gamifcation, ranging from corporate training modules to calendars tracking ftness goals," Ed Sarausad noted in a recent blog, "developers will face the same security issues prevalent within the gaming industry: identity theft, rogue servers, cheating players and more." Te gamifcation market will grow to $2.86 billion by 2014. Additionally, three-quarters of employees in companies with signifcantly above-average fnancial performance are moderately or highly engaged, compared with less than half of frms with subpar fnancial results. Other fndings: >> Professional services and construction companies have the highest level of employee engagement, while travel and retail frms have the lowest. >> Sixty percent of the workforce at companies with 100 or fewer employees are moderately or highly engaged, compared with only 46% at companies with 10,000 or more employees. —M2Research Unstructured data can be one of the tools used to limit fraudulent activity, noted Sarausad, who is senior managing partner and chief technology ofcer for The Alacer Group in Seattle, which has devised a statistical-based plan for rooting out cheating: "Every online game has vulnerabilities; the trick is to fnd them quickly before they can be massively exploited," he wrote. "The older server-based methodology of searching for fraud can take months; instead, we developed the algorithm for identifying a potentially fraudulent player and inserted into the network stream within weeks." —More info: www.alacergroup.com 16 April / May 2013 Elearning! By 2014, more than 70% of Global 2000 companies will have a gamifed app, driving 50% of all innovation. —Gartner

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