(Português do Brasil) As 7 megatendências para a educação corporativa em 2019

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(Português do Brasil) Gamification para empresas de TI: Algar Tech inicia projeto com DOT

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Meet Pronto: a mobile platform based on microlearning

There’s no denial, mobile devices are part of our daily life in a irreversible way. Following this trend, people want instant and hands-on learning with time optimization and training wherever and whenever they want.

When thinking about market dynamism and learning agility, DOT has developed Pronto, a mobile platform based on microlearning, that makes content consumption practical and more engaging through a user-friendly and intuitive interface.

Why use microlearning in companies?

The microlearning strategy has proved extremely popular among employees who no longer want to spend hours in boring learning environments.

While most get excited about developing new skills, traditional methods in corporate education often fail to keep students interested and engaged.

So, what can you do to keep them interested? Microlearning is the new trend in learning!

In short, Microlearning is a strategy for distributing content in learning pills, which makes the process of absorbing information more flexible and effective.

Why bet on Pronto?

The Pronto platform is fully connected to the microlearning strategy, as well as offering:

  • Mobile first;
  • Flexibility for creation and consumption;
  • Better adaptation to student interests and activities.

 

And of course, Pronto is aligned with gamification, an approved approach in several companies and already mature in training and qualification procedures. Gamification is integrated into distance education by bringing massively validated engagement techniques into the gaming industry.

Check out 4 benefits of using Pronto

1- Mobile

Pronto is a platform primarily thought for mobile devices, which can receive dynamic content without being limited to rigid curricular structures. Instead, it allows adaptations and flexible rules.

New approaches to distance learning – such as microlearning – are increasingly required, since people prefer to learn in small daily “pills” of knowledge when they have a few free minutes, wherever they are.

2- Pronto is lean

It provides learning objects that the students themselves can integrate to, as demands and interests grow, but within a program for learning objectives.

3- Flexibility

Short and relevant content adapts to Pronto, being structured from a microlearning strategy, which provides quick and just-in-time information according to student’s needs and doubts.

As for the format, Pronto includes videos, podcasts, infographics, ebooks, forums, quizzes and various forms of games, downloadable files, among others that can be used to give life to many contents in the same educational experience.

4- Gamification

Adding game elements to a platform – and that does not mean turning it into a game – is an excellent strategy for engaging students with their purposes.

Gamification provides extra incentive for content consumption in the medium and long term. Not every solution developed for Pronto needs to be gamified, but whoever decides to join this strategy gains an extra layer of engagement.

Now that you know how Pronto can help you insert microlearning in companies and optimize your strategy in corporate education, talk to our experts.

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Gamification in corporate education | Case Natura

Using gamification in corporate education strategies is a trend, since the motivational features of games are able to make the teaching-learning process more attractive, engaging and fun.

Therefore, Natura, one of the largest companies in cosmetics production in Latin America, has invested in solutions developed by DOT.

Do you want to know how it works in practice? Get to know the gamification strategy applied at Natura!

Challenge

Natura had a challenge: to motivate and engage consultants to increase sales productivity and brand interaction.

Solution

Before starting the gamification strategy, DOT developed a pilot study with 30,000 thousand consultants.

The operation resulted in the determination of objectives with associated KPIs to measure them, which made it possible to create incentive systems for consultants of different profiles. This data is also crucial for calculating ROI, refining the strategy and understanding the target audience.

The objective was to encourage the adoption of good habits by consultants, such as being better prepared for consulting, studying Natura’s institutional campaigns, checking their financial status, knowing the products better and improving customer service. That is, the system would be available online, emphasizing mobile use, smartphones and tablets, and would still bring practical problems to the company’s business and complex content.

Results

From the research, it was possible to design the best strategy with the consultants, guaranteeing input to evaluate the results and possible adjustments in the strategy.

With this, several positive habits were reinforced substantially in the consultants, such as the possibility of ordering the products online and the reduction of bureaucracies.Use gamification in your corporate education strategy

Like Natura and many other successful DOT cases, your company can also use gamification to leverage corporate education.

Count on DOT to strategically analyze your business and the technical requirements for defining the indicators and goals of your corporate education project (face-to-face and online).

This was the challenge in Natura’s corporate training, solved by DOT. What is yours?

 

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DOT Digital Learning – EAD gamificada, versões App e web!

A era mobile já está consolidada e os smartphones e tablets são o eixo para a educação e o treinamento corporativo. Ao pensar no dinamismo do mercado e na agilidade do aprendizado, o DOT desenvolveu o DOT Digital Learning (DDL), uma plataforma que possui as versões app e web, com a função de estruturar o material educacional para processos de educação e capacitação a distância.

Diferente de um LMS, que é mais robusto, o DOT Digital Learning (DDL) está totalmente conectado com a estratégia de microlearning, além de oferecer: a) mobile first (69% dos internautas no Brasil, em 2016, acessaram pelo smartphone); b) flexibilidade para criação e consumo; e c) melhor adaptação aos interesses e atividades do aluno.

E como não poderia deixar de ser, o DDL está alinhado com a gamification, abordagem aprovada em várias indústrias e já madura em procedimentos de capacitação e treinamento. A gamification se integra à educação a distância ao trazer técnicas de engajamento validadas massivamente na indústria de games.

Para saber mais sobre o DDL, confira as palavras do CEO do DOT digital group, Luiz Alberto Ferla.

 

Qual o grande diferencial do DDL?

Ferla – Ser uma plataforma prioritariamente pensada para dispositivos móveis, uma alternativa a LMSs, que pode receber conteúdos dinâmicos sem se limitar a estruturas curriculares rígidas, em vez disso, permite adaptações e regras flexíveis.

Precisa ser assim porque os tempos mudaram e são exigidas novas abordagens de ensino a distância, como o microlearning, pelo qual as pessoas preferem aprender em pequenas “pílulas” diárias de conhecimento quando contam, em qualquer lugar, com alguns minutos livres.

 

O DDL é enxuto:

Disponibiliza objetos de aprendizagem integráveis pelos próprios alunos à medida que as demandas e os interesses destes vão aparecendo, mas dentro de um programa com objetivos de aprendizagem.

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Que tipo de conteúdos se adequam ao DDL?

Ferla – Conteúdos curtos e relevantes, estruturados a partir de uma estratégia de microlearning, que provê informações rápidas e just in time, na medida da necessidade e da dúvida do aluno. Quanto ao formato, o DDL comporta vídeos, podcasts, infográficos, ebooks, fóruns, quizzes e várias formas de games, arquivos para download, dentre outros que podem ser usados para dar vida a diversos conteúdos em uma mesma experiência educacional.

Qual o papel da Gamification no DDL?

Ferla – Adicionar elementos de jogos a uma plataforma – e isso não significa transformá-la em um game – é uma excelente estratégia para engajar o aluno com seus propósitos.

A gamification proporciona incentivo extra para o consumo dos conteúdos no médio e longo prazo. Nem toda solução desenvolvida para o DDL precisa ser gamificada, mas quem resolver aderir a essa estratégia ganha uma camada a mais de engajamento.

gif2_v2

 

20171120_trilha_de_aprendizagem_cta

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Get to know Pronto! – gamified distance learning, App and Web versions!

The mobile era is already consolidated and smartphones and tablets are the axis for corporate training and capacitation. Thinking about market dynamism and learning agility, DOT has developed DOT Digital Learning (DDL), a platform that has the app and web versions, with the function of structuring the educational material for educational processes and distance learning.

Unlike a more robust LMS, DOT Digital Learning (DDL) is fully connected to the microlearning strategy, and offers: a) mobile first (69% of users in Brazil, in 2016, accessed the internet by smartphone); b) flexibility for creation and consumption; and c) better adaptation to student interests and activities.

Of course, the DDL is aligned with gamification, type of approach approved in several industries and already mature in training and capacitation procedures. Gamification integrates with distance education by bringing engagement techniques that are massively validated in the gaming industry.

To learn more about DDL, check out the words of DOT digital group CEO Luiz Alberto Ferla.

 

What is the great differential of the DDL?

Ferla – Being a platform primarily thought for mobile devices, an alternative to LMSs, which can receive dynamic content without being limited to rigid curricular structures, instead allows flexible adaptations and rules.

It needs to be this way because times have changed and new approaches to distance learning are required, such as microlearning, whereby people prefer to learn in small daily “pills” of knowledge when they have a few free minutes.

 

The DDL is lean:

It provides learning objects that are integrated by the students themselves as the demands and interests of these students appear, but within a program with learning objectives.

gif1_v2

What kind of contents are suitable for the DDL?

Ferla – Short and relevant contents, structured from a microlearning strategy, which provides quick and just-in-time information to the extent of student’s needs and doubts. As for the format, the DDL includes videos, podcasts, infographics, ebooks, forums, quizzes and various forms of games, downloadable files, among others that can be used to give life to diverse contents in the same educational experience.

What is Gamification’s role in DDL?

Ferla – Adding game elements to a platform – and that does not mean turning it into a game – is an excellent strategy for engaging students with their purposes.

Gamification provides extra incentive for content consumption in the medium and long term. Not every solution developed for the DDL needs to be gamified, but anyone who decides to join this strategy gains an extra layer of engagement.

 

gif2_v2

 

 

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Jogos corporativos | Quiz e as vantagens para o seu programa de capacitação

As organizações já entenderam que fazer uso de soluções educacionais que promovem  experiências de aprendizagem são excelentes opções para engajar seus colaboradores.

A utilização de jogos corporativos ajuda a desenvolver competências profissionais, além de reforçar os valores da empresa e aspectos de confiança, coragem e respeito. Esta estratégia pode ser usada para capacitar, avaliar e motivar seu time. Neste artigo contaremos mais sobre o Quiz, um formato que favorece esses benefícios.

titulo-1

Quem nunca brincou de perguntas e respostas? O objetivo é claro: acertar as respostas.

As regras e comandos são evidentes: clicar na alternativa certa; disputar um bom lugar no ranking. Com a diferença que nesta modalidade de quiz equipes participam. O jogador pode desafiar colegas de trabalho para uma animada disputa de perguntas e respostas, e mesmo equipes podem competir entre si.

 

titulo-2

Hoje o conhecimento está na ponta dos dedos e o celular nas mãos. A plataforma de Quiz DOT digital group foi feita especialmente para ser usada em smartphones, com layout responsivo e atrativo. Estratégias de gamification também fazem parte deste projeto, estimulando e engajando os participantes.

 

titulo-3Quer um Quiz sobre História do Brasil? Tranquilo. PHP ou Machine Learning? Dá pra fazer, também. Liderança em corporações? É pra já! Nossa equipe de especialistas vai te guiar na melhor escolha de abordagem, tema e ferramenta.

cta

titulo-4

O DOT digital group conta um modelo de Quiz pronto, adaptável tematicamente e flexível para configurações de identidade visual. Com o conteúdo do Quiz em mãos, o desenvolvimento tecnológico pode durar menos de 3 semanas.

 

titulo-5

Promova um Quiz com sua equipe e descubra quais as questões que mais acertam, quais as que mais erram, e com isso descubra suas lacunas e potencialidades de conteúdo. Além de ajudar a criar conhecimentos novo o Quiz pode servir como boa ferramenta de diagnóstico educacional.

 

titulo-6

Uma vez pronto, um Quiz só precisa de acréscimo de conteúdo para expandir.  A atualização do Quiz pode ser contínua e o balanceamento de regras é simples.

 

O DOT é especialista em tecnologia para educação. Conheça mais soluções aqui.

 

[Ebook] As gerações e suas formas de aprender

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