Everyone Can Play – Gamification in Extended Enterprise Learning

Effectively engaging and impacting learners who are internal employees can be hard enough, but organizations that need to deliver learning experiences to audiences outside of the organization face even tougher challenges. Brandon Hall Group’s recent Next Generation Learning Technology Ecosystem survey found that nearly 60% of organizations deliver learning to the extended enterprise. It is more difficult to create learning that matches the specific needs of these audiences, and even harder still to measure the impact the learning is having.  

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