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Gamification in Higher Education: Tapping into Student Motivation and Engagement

Comm100

Gamification is quickly becoming part of our everyday lives. From fitness apps that turn exercise into a game to work environments that use game-like rewards, this concept is everywhere and still spreading its wings. In fact, the global gamification market size is projected to surpass $116.68 What is Gamification?

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Six quick tips to target the right respondents for market research

QuestionPro Audience

Market research has been around for long and has helped many industries grow by grabbing the right opportunities based solely on consumer feedback. Researchers today, take a more robust and superior approach to capture respondent feedback for market research. Select your respondents. Identify the right research target market.

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How to Re-energize Your VoC Program

Lumoa

Primary Areas That Define the Impact of a VoC Program Sian Kerr shared the three key areas to consider when assessing the impact of a VoC or CX program: How Each Team Uses the Results Look at how individual teams can use the insights and feedback they get from customers. According to Kerr, the tactical side of things comes first.

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The Benefits of Implementing Online Ethics Training at Your Company

CSM Magazine

What’s more, online ethics training can also save companies time and money by avoiding any unethical situations; this form of exercise helps prevent people from making poor decisions that could lead to fines or litigation.

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How to Enhance the Agent Experience for Your Hybrid Contact Center Team

Playvox

But exercise moderation when it comes to on-camera meetings. It can deliver positive feedback on a client interaction, recognize an agent’s strengths, or simply express appreciation for their contributions to the team. Another fun way to recognize your team is through gamification. Ask for Feedback. ENJOYING THIS ARTICLE?

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CXU Student Brief 17

CX University

Here is the fourth and final set of observations… Issue 4: Companies need to learn from both direct and indirect feedback as fast as possible to improve the overall experience. The negative feedback will often be your most valuable. Building gamification into your experience helps people feel involved.

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Moments of Truth Day 2015 - at Legoland

CX Journey

After initial warm-up exercises, it was interesting to see these volunteers express their customer insight challenges through Lego creations. The point of our exercise, where much went wrong – but that is the curse of the ‘live demo’ – was to design more fun ways for customers to give feedback.