SHIFT's eLearning Blog

Our blog provides the best practices, tips, and inspiration for corporate training, instructional design, eLearning and mLearning.

To visit the Spanish blog, click here
    All Posts

    September's Updates in SHIFT

    Six New Menus
     

    The six new automatic menus that have been added to SHIFT will let you present your course´s structure un a quick and easy way by simply clicking on a button.

    eLearning menu  eLearning menus 

    You can choose from a wide variety of interfaces the one that suits your course´s content best.

    These menus where created around topics like: technology, preserving the environment and economics, with different shades of green, blue and gray which you can customize to fit your company´s branding.


    Screen Report
     

    The new screen report added to SHIFT will let you know which interfaces were added to each course and the person who added them.



    This new feature also lets you see the different courses created and the amount of screens each course has in a particular period of time.

    The report is called "Created screens" and it can only be viewed by a user with an admin permit.

    Other Updates
     

    Updates on screen p63

    The Common Game Engine or p63 will now display the instructions set out for each of the games in Portuguese. Also it will display text with bold format. The thumbnails and samples for all the games have been updated as well in order to show a better description of the interaction that the user wishes to select.

    Change in screen p31_45

    The button labeled "Text" displayed in the lower right corner of this screen has been moved to the lower left corner. This is due to the fact that the button was cut out whenever certain image formats where used.

    Modifications to the Script

    The instructions for each of the questions added to the Choice with image screen or p23 will now be seen in the course´s script.

    Adjustments to the Scenario Builder

    All audio notes inside the Scenario Builder screen (p77) have been updated in order to record the changes performed to this particular field. Also the movement of the character´s mouth has been corrected so that it stops moving its lips whenever the user presses the pause button.
    Karla Gutierrez
    Karla Gutierrez
    Karla is an Inbound Marketer @Aura Interactiva, the developers of SHIFT. ES:Karla is an Inbound Marketer @Aura Interactiva, the developers of SHIFT.

    Related Posts

    The Ultimate Game Level: Why Adaptive Learning Software Beats a Static Leaderboard

    Let’s rip the band-aid off: Leaderboards are the "participation trophies" of corporate training. Sure, they work for the top 5% of your hyper-competitive salespeople. But for the other 95% of your workforce? A leaderboard isn't motivating. It’s a public reminder that they are "losing." Once an employee realizes they can’t crack the Top 10, they check out. Game over. If you want to create a true addiction to learning, the kind that keeps gamers glued to screens for hours, you don’t need a scoreboard. You need Flow. Video games are addictive because they adapt to the player. Level 1 is easy. Level 50 is brutal. If the game stayed at "Level 1" difficulty forever, you’d get bored and quit. If it started at "Level 50," you’d get frustrated and quit. This is where traditional eLearning fails, and where adaptive learning software changes the game entirely.

    How the Hook Model Turns Gamification into High-Performance Habits

    We all know the feeling: You open an app "just for a second," and suddenly 20 minutes have passed. You were engaged, focused, and maybe even enjoying yourself. Now, imagine if your employees felt that way about your corporate gamification strategy. For too long, L&D has treated gamification as a visual layer, slapping a leaderboard on a PDF and calling it a day. But true gamification isn’t about points; it’s about psychology. It’s about creating a "Learning Loop" that feels natural, rewarding, and yes, habit-forming. To move beyond superficial badges, we need to look at the engine behind the world’s most engaging apps: Nir Eyal’s Hook Model. Here is how you can use this 4-step framework to build a gamification strategy that drives real performance.

    Why Badges Don't Work: The Psychology of Addictive Corporate Training

    Let’s be honest: Your top sales executive doesn’t care about a digital "Gold Star" for finishing a compliance video. They don’t want a "Subject Matter Ninja" badge for clicking Next fifty times. If your corporate gamification strategy relies entirely on leaderboards and stickers, you aren't gamifying learning—you’re patronizing your workforce. For years, the L&D industry has confused "gamification" with "decoration." We took boring, static slides and plastered points on top of them, expecting engagement numbers to skyrocket. Instead, we got employees who click through content just to make the notifications stop. To fix engagement, we must stop designing for children and start designing for the adult brain.