Allittleb.it goes to IGDS

Alittleb.it has been invited to IGDS, the most important italian game developer summit, this Saturday 25th October 2014 at 11:30am to present the last news from the videogames, gamification and e-Learning market.

Alain Bonati, Alittleb.it & DarkWave Games’ Marketing Manager and Gamification.it editor, will present  Skillato the most innovative e-Learning solution to train employees Talent using gamification, storytelling and social learning.
The speech will be dedicated to the e-Learning world and to our platform, showing the main features and goal, that has been already used by Allianz e Genialloyd group.

The third edition of the IGDS will be hosted at Milan Games Week! at MiCo (Milano Congressi). Entrance to MiCo are located at GATE 4 (Viale Scarampo corner Viale Colleoni).

Gamification in e-Learning – Infographics

E-Learning solutions with gamification are raising consensun and having a major part to play in the company training programs.

As we already dealt with on previous occasions Gamification.it, our portal dedicated to the game-based marketing and gamification, in the article Esempi di una gamification di successo e Più gamification nel lavoro. Non basta il Job Act, ecco come i lavoratori percepiscono il loro lavoro, US businesses lose between $450 and $550 billion per year due to disengagement, which manifests itself in turnover rates, poor productivity, and below average work.

Engagement is an hot topic for Alittleb.it, and it is a priority in our method to develop the better solution for our clients.

Skillato solution is the Alittleb.it answer to the training market needs, with the 4 main pillars – gamification, storytelling, social learning and alittleb.it know-how – the platform allow to satisfy any training exigencies.

The gamification solutions used inside Skillato allow to engage the user, driving measurable actions.

The infographic we designed shows how the gamification implementation in e-Learning allow to reach better results and gain a concrete competitive advantages.

Do not forget to Follow Skillato in Linkedin, to keep yourself updated on the best e-learning news.

Skillato gamification e-learning infografica eng

alittleb.it prova skillato infografica eng

Genialloyd integrates Skillato

 


Project name: Genialloyd TheGame2.0
Category: E-learning; Gamification; Internal Communication
Client: Allianz Group
Technologies: Skillato e-learning platform


Following the success of project “TheGame2.0” for Allianz, Genialloyd chose Skillato to train their employees exploiting storytelling and gamification logics to increase engagement and participation.

For more information about our e-learning platform, visit Skillato.com

Skillato the New e-Learning Frontier

Alittleb.it presents Skillato, the new e-Learning frontier based on Gamification, Storitelling and Social Learning dynamics.

Created to satisfy any company training needs, Skillato is the most innovative e-Learning platform available on the market.

Gamification, Storytelling, Advanced e-Learning and Social Learning are the four pillars that allow any company to train their employees like never before with an immersive experience.

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Hera Multiplayer E-learning Game

 


Project name: La Città Sostenibile
Category: E-learning; Gamification / Serious Games; Internal Communication
Client: SCS Azioninnova Consulting for Gruppo Hera
Technologies: M.e.g.s – LUDUM, HTML, Javascript, Ruby + Rails, Postgresql, Faye, Thin, Redis, Flash – ActionScript 3.0
Target: Gruppo Hera’s Employees
Target Browsers: IE6+, Google Chrome, Firefox, Safari


La Città Sostenibile
La Città Sostenibile” is a Multiplayer Game Based Learning Solution, created to teach to more than 4.000 employees the Gruppo Hera’s Sustainability Balance Sheet.

Hera (Holding Energia Risorse Ambiente; English: Energy Resource Environment Holdings) is a multiutility company based in Bologna, Italy. Hera operates in the distribution of gas, water, energy, waste disposal the provinces of Bologna, Ferrara, Forlì-Cesena, Modena, Ravenna, Rimini, Pesaro and Urbino, and in some municipalities of Florence and Ancona. In October 2012, Hera approved the merger with AcegasAps Group, which operates in the cities of Padua and Trieste. In 2013 Hera is the first Italian domestic operator for waste treated (above 5.4 million tons waste treated), the second one in the integrated Water cycle (300 million mc of water), the third player in gas distribution (2.9 billion of mc of gas distributed) and the 5th player in the Italian Electricity business in terms of electricity sold (11 TWh of electricity sold).

The main target of the game is to improve the city’s sustainability, virtually activating the same activities that Hera has reported into its 2012 Sustainability Balance Sheet. To activate a sustainability activity, a player has to choose a district in the city map and then he has to correctly complete some correlated assessments.
So game’s reason isn’t just formative, but it has also the aim of communicating the real impact – and so the importance – of all that “sustainability activities” that employees, during their daily job, could perceive as a waste of time.

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Vodafone E-learning Game Experience

 


Project name: Vodafone Supermobile
Category: E-learning Game; Gamification / Serious Games / ARG; Internal Communication
Client: Vodafone Italia
Technologies: Ludum; HTML5, Actionscript 3.0; Ruby On Rails
Target: Vodafone Italia’s 8.000 Employees


Alittleb.it has conceived and created an alternate reality game, developed for Vodafone’s employees, in order to teach smartphones’ technologies.

The e-learning game was developed by the exploitation of LUDUM: an alittleb.it’s platform designed and developed to ensure a unified, complex but immediate gaming experience.

Alittleb.it opted for a strategy that involved interactive and experiential learning, maximizing the element of fun to promote the interest and the active approach of Vodafone employees.
The gamified experience takes place at the same time on pc browsers, smartphones’ screens and in the real world, creating real offline experiences into Vodafone’s offices.Read More

Go To Jupiter: E-learning Game for Employees

Project name: Go To Jupiter
Category: E-learning; Gamification / Serious Games; Internal Communication
Client: Astrazeneca
Technologies: Ludum; Flash – ActionScript 3.0, PHP
Target: AstraZeneca sales force


Go To Jupiter is a Game Based Learning Solution, used to teach to 500 agents about a new medicine.
Astrazeneca’s agents have to earn points to be the first to reach a Stadium (which represents the official launch event of the medicine and where agents, answering questions using a remote control, can earn new points to improve their game ranking).
In the web game, agents can get points by answering quiz and playing different mini-games focused on the features of a new product.

Alittleb.it has developed the game and conceived the concept and the entire game-experience. Our partner MCA Group has produced the graphics and it has organized the launch event.

Go To Jupiter has been developed using our Social Game Platform – Ludum.
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Enterprises’ tablet adoption rate allows gamified solutions

The integration of tablet devices into our lives and, especially, into our work has progressed rapidly — so fast that it’s hard to figure it out.

Venturebeat.com, in collaboration with Lenovo and Qualcomm, provided an infographic (see it below) to describe how much the tablet devices market grew in terms of number of adopters both consumers and business so far.

The Italian market, in particular, has been fostered by the strong growth. According to the Polytechnic of Milan (research results have been exposed during the conference ‘Mobile Business: Innovazione a Tavoletta’), nearly 3 of 4 Italian CEOs have already introduced or are introducing new tablet devices in their enterprises: the 47% of them is already adopting tablet devices, and 27% are going to adopt this technology in the near future. Executives use tablet devices already (55%) and a few of them is going to adopt them in the future (38%), A portion of the sales staff is already using them (17%) but most of it will receive tablets (74%) in the near future. Together with the new tablet market, growth involves also application mobile downloads.

The impressive growth-rate of enterprises which are choosing and adopting tablet devices and smartphone always connected, allows the efficiency and effectiveness of game-based marketing initiatives directed to employees, like productivity games and e-learning games

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