Growth Engineering

From Wikipedia, the free encyclopedia

Growth Engineering is a SAAS learning technologies company. They provide a platform for e-Learning,[1] also known as a learning management system. Established in 2004,[2] Growth Engineering offers a learning portal for companies and their employees, partners and customers.[3] Growth Engineering is compatible with SCORM 1.2, SCORM 2004 and xAPI.[1][4] In a Technavio report, Growth Engineering were recognised as a vendor in the game-based learning market.[5]

History[edit]

Growth Engineering was founded in 2004 by Juliette Denny.[6] She founded the company as a consultancy targeted at new businesses in need of sales management training.[7] Then, Growth Engineering released the Academy LMS. An online learning portal for businesses to train employees.[8] The product focused on using gamification to engage learners.[9][10] In 2016 Growth Engineering was listed on the Mishcon Leap 100.[11] In 2015 Growth Engineering was named as the best LMS provider by e-Learning 24/7,[12] and in 2016 they were named as the number one NextGen LMS and the best LMS for gamification by Learning 24/7.[13]

Products[edit]

Growth Engineering have three products: the Academy LMS, <knowledge Arcade mobile learning platform and Genie Game Based Authoring tool:

  • The Academy LMS is a subscription based learning management system. Its key features include: a content library, a social feed, gamification and online classrooms.[14]
  • The knowledge Arcade, is used for front line staff, and provides learning assets, social feeds, peer to peer battles, squad battles and clubs live functionality.
  • Genie is a game-based authoring tool.[15]

References[edit]

  1. ^ a b "LMS Review: Growth Engineering". Talented Learning. June 13, 2016. Retrieved August 13, 2017.
  2. ^ Srivastava, Av (August 30, 2017). "Engineering Training and eLearning". Learning Light. Retrieved August 30, 2017.
  3. ^ Everett, Cath (September 28, 2016). "Gamification can Engage Staff and Help Professional Development". Raconteur. Retrieved August 30, 2017.
  4. ^ "Adopters". TinCanAPI. 2017-09-01. Retrieved 2017-09-01.
  5. ^ "Global Corporate Game-Based Learning Market 2017-2021 | Market Research Reports - Industry Analysis Size & Trends - Technavio". www.technavio.com. 2017-04-01. Retrieved 2017-09-08.
  6. ^ "Profile: Juliette Denny, Growth Engineering". The Independent. 2005-06-19. Retrieved 2017-08-23.
  7. ^ "LMS Review: Growth Engineering Academy LMS - Talented Learning". Talented Learning. 2014-06-13. Retrieved 2017-08-23.
  8. ^ Kulkarni, Rhucha (2017-08-23). "Learning Management Systems to Look Out For". Hrtechnologist.com. Retrieved 2017-08-23.
  9. ^ O'Neil, Erin (2016-09-29). "UK-based company enters top 20 gamification list". Lsbf.org.uk. Retrieved 2017-08-23.
  10. ^ Iosub, Ancuta (2014-06-06). "Is Gamification of Learning the Future of Education?". softpedia. Retrieved 2017-08-23.
  11. ^ "The Leap 100: The definitive list of fast-growth companies for 2016". Mishcon de Reya. 2016-04-20. Retrieved 2017-08-23.
  12. ^ Weiss, Craig (2015-01-28). "Top 10 LMSs of 2015". The Craig Weiss Blog. Retrieved 2017-08-23.
  13. ^ Weiss, Craig (2016-12-07). "Insight – The Top 50 LMS 2017 Report". The Craig Weiss Blog. Retrieved 2017-08-23.
  14. ^ "Academy Platform LMS Reviews and Pricing - 2017". www.capterra.com. 2017-09-28. Retrieved 2017-09-28.
  15. ^ Denny, Juliette. "Genie - eLearning Industry". eLearning Industry. Retrieved 2017-09-28.