The gamification of the educational process is a modern practice, which aims to create an environment that utilizes modern data and promotes training through entertainment and active participation. As a method it is in line with the student-centered teaching model and enhances learning without replacing it. Adobe Captivate is an eLearning authoring tool that allows users to create interactive and engaging eLearning content. When combining Adobe Captivate with gamification principles, it is possible to create more compelling and effective eLearning experiences. The ways to integrate gamification into Adobe Captivate projects is described through our own project entitled “EU ZEIN”. This paper tries to contribute to a better understanding of the usage of gamification in the training context for the benefit of learners.
CITATION STYLE
Triantafyllou, S. A., Farhaoui, Y., Sapounidis, T., Khouibiri, N., Ahajjam, T., & Allaoui, A. E. (2023). Gamification in Corporate Training Context with the “EU ZEIN” project. Salud, Ciencia y Tecnologia - Serie de Conferencias, 2. https://doi.org/10.56294/sctconf2023605
Mendeley helps you to discover research relevant for your work.