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Learning Management System Engages Learners

Easy to Understand, Navigate and Use

  • My Courses
  • Transcripts
  • Other Learning Assets
  • Learning Catalog

learning management system my coursesMy Courses personalizes the learning experience. The Learning Management System makes it easy to serve personalized learning content to Learners based on their roles. Display the status, score and duration for each Learning Event. Customizable notifications may include enrollment, drop, number of attempts and scores. Built in advanced search on title, description, keywords, target audience and details of each learning element. Tabs provide immediate access to the learner's transcripts and resources for each learning element.

learning management system - Gamification Transcripts are a Learner report that lists all their Learning Events and current status for a each Learning Path or Course. Transcripts quickly show the learner their progress and score for each learning event, their average, and completion date. The transcript tab can contain Certificates of Completion, attempt histories and review of individual Score Results.

learning management learner resourcesTake advantage of the wealth of resources readily available to enrich the learning process. Easily associate them with any Course or Learning Path. Other learning assets often include videos, images, documents or other file resources that are external to the LMS repository. Resources may be included in the My Plan or organized on separate pages.

learning management system self enrollmentAllow Learners to enroll in content of their choosing. Learners can only view and enroll in Learning Path or Course Catalog content based on their assigned Learning Roles or Teams. The Catalog provides its own advanced search. the core of our Learning Management System

  • Leaderboards
  • Badges
  • Education Activity Points
learning management system gamification leader boardsA Leaderboard displays how learners are progressing. The leaderboard can be site wide, or filtered to specific groups of Learners. Leaderboards sort from top to bottom by activity point accumulation and display badges earned as well. Leaderboards are useful for Learners to see how their achievements compare against others within a similar Team or Group. Selecting Community > My Groups allows Learners to view the Groups they belong to as well as a Leaderboard with all Learners in the community. This display includes both Activity Point totals and Badges.
learning management system game badgesAt a high level, badges are recognition for a competency. Systematically speaking, a badge is a visual award for accumulating the type and number of Activity Points that the badge requires. Badges are normally used to indicate that a certification has been met, a competency has been earned, or the Learner has completed an effort worthy of acknowledgement. When a Learner completes enough training to earn the points required for a badge, a toast notification will popup in the top right corner of their screen.
learning management system education activity pointsYou can create any type or number of Education Activities appropriate for your training material. Learners earn Activity Points by successfully completing Learning Elements that have been associated with the Points. The Learning Element list all associated Activities and Points in their details which the Learner can access from their My Plan or Catalog. Once the Learning Element is completed, the points are awarded. The Activity points are then used for both Badges and Leaderboards.

Mobile, Tablet and Desktop Ready

  • Gamification and Leaderboards
  • Mobile and Responsive
  • Themes and Branding
  • CSS and Bootstrap

learning management system - Gamification Gamification is a great way to take your training program to a new level of Learner satisfaction. People typically take training only when it is required. When completed nothing happens except that they get a green check mark and no longer receive email notification warnings. Gamification changes that by rewarding accomplishments with badges, positive feedback and peer recognition. Studies have conclusively shown gamification encourages Learners to more fully utilize their training resources.

Read MoreGamification works best when it motivates players to achieve their goals – and those goals overlap with the business goals. 

Mobile and tablet usage has skyrocketed over the last few years, and that trend will only continue. Previously, a mobile-only website was required, which made it cost prohibitive for most companies. Responsive themes have changed all that.

A responsive theme automatically adapts your content, images and menus to any screen size to enhance the visitor experience. This 'smart' website design means no additional programming, and no additional cost.

content management system with thousands of low-cost responsive themes availableA theme is the overall design of your site, and determines it's look and style. You can choose from thousands of low cost, ready made themes, or you may have a custom theme designed just for you. Your theme is made up of many components, such as font types and sizes, your color scheme and other areas that affect the aesthetics of your site. Your theme helps to reflect your identity through your site, and helps to improve your customer's experience.


content management system supports html5 bootstrap and cssBootstrap is a sleek, intuitive, and powerful front-end framework for faster and easier web development. Bootstrap gives you the ability to create and manage your responsive layout with much less effort.

It includes HTML and CSS based design templates for common user interface components like Typography, Forms, Buttons, Tables, Navigations, Dropdowns, Alerts, Modals, Tabs, Accordion, Carousel and many other as well as optional JavaScript extensions.

All about Gamification

  • What is it?
  • Does it work?
  • Techniques
  • Got an example?
learning management system gamification leader boardsGamification is the use of game techniques to increase engagement, satisfaction and fun. It helps inspire employees and students to get engaged in the learning process. The word itself was launched in 2002 by Nick Pelling, a British IT expert, but wasn’t widely used until 2010.
Based on extended research conducted by numerous educational institutions, what makes games effective for learning is the learners’ level of activity, motivation, interactivity and engagement.
learning management system game badgesYes, it does. Here's why...Studies show that over 75% of people are gamers, about 50% are casual gamers, and 27% moderately to fairly often.
The reality is that learners recall just 10% of what they read and 20% of what they hear. If there are visuals accompanying an oral presentation, the number rises to 30%, and if they observe someone carrying out an action while explaining it, 50%.

But learners remember 90% "if they do the job themselves, even if only as a simulation." Almost 80% of the learners say that they would be more productive if their university/institution or work was more game-like.
Over 60% of learners would be motivated by leader boards and increased competition between students, and 89% would be more engaged within an e-learning application if it had a point system. These statistics point to the value of engaging your learners on terms they relate to - gaming and healthy competition.
learning management system game badges The gaming techniques most preferred by learners are progressing from one level to another as their expertise develops, keeping scores in a game, Avatars, and earning virtual currencies.
For more information:
learning management system education activity pointsThere are literally hundreds of examples of the success of gamification. Here's one...Microsoft developed "Communicate Hope", which aided the development of Microsoft's Lync (now known as Skype for Business). For this game, the goal was to get users to provide feedback on the product design and usability and to submit bugs. The game leaderboard was linked to five charities and Microsoft's contributions to those charities was tied to the game results. Game participants provided 16x more feedback than those not playing the game, and tens of thousands of dollars went to the charities.
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