Published: May 14, 2018

LEO Learning And LOMA Win Mobile Learning Award

LEO Learning and LOMA’s mobile game, Impact Cx: The Quest, wins prestigious mobile learning award at the 24th Annual Communicator Awards.

LEO Learning

Jared Orlin

jared.orlin@ltgplc.com

+44 1273 728686

https://leolearning.com

LEO Learning And LOMA Win Mobile Learning Award For Impact Cx: The Quest

Impact Cx: The Quest, the innovative mobile blended learning game created by LEO Learning and financial services industry association LOMA, has won another top honor. More specifically, it has been recognized with an Award of Distinction in the category of ‘Mobile – General-Education’ at the 24th Annual Communicator Awards.

Founded over two decades ago, The Communicator Awards receives entries from across the US and around the world, and is the largest and most competitive awards program honoring creative excellence for communications professionals.

This is the game’s second award win in less than a year, after scoring gold in Training Magazine’s eLearning Design Challenge 2017.

LOMA’s project manager and AVP of Instructional Design, Gene Stone, said: “We are thrilled and honored that the Communicator Awards recognized the outstanding work that went into building Impact Cx: The Quest. Our goal was to teach a critical topic in an innovative and engaging way, and we succeeded”.

LEO Learning’s Director of Strategic Design, Andrew Joly, said: “We’re very proud of Impact CX: The Quest. This latest award is testament to the game’s superbly designed blend of gamification, microlearning, and multimedia. LEO Learning and LOMA have come together to create a revolutionary approach to training in this sector.”

More About Impact Cx: The Quest

As a mobile-first immersive scenario game, Impact Cx: The Quest sees the learners interact with a fictional insurance company. As they progress from novice to guru, they take on different roles within the company and complete a series of branched-scenario missions. Learners must use sound judgment techniques and empathy to respond to customer needs and make decisions that ensure the best possible customer experience across the entire customer journey.

Repeat play is encouraged either to improve the player’s score or see the outcomes of alternative decisions. Gaming elements are complemented by short bursts of learning, audio, and video.

“We are extremely proud to recognize the work received for the 24th Annual Communicator Awards. This year’s class of entries embodies the ever-evolving marketing and communications industry”, noted Derek Howard, director of judging body, the Academy of Interactive and Visual Arts (AIVA). “On behalf of the Academy members, I’d like to applaud the entrants this season for their dedication to producing outstanding content as they continue to push the envelope of creativity”.

The full list of Communicator Awards winners can be found here.

For more on how Impact CX: The Quest was created, check out this LEO Learning case study.

About LEO Learning

LEO Learning believes that technology-enabled learning innovation has the power to deliver truly transformational results. Our purpose is to help clients deploy learning technology to deliver outcomes precisely aligned with their business goals. Backed by more than 30 years of experience, we design engaging learning architectures that fit seamlessly into businesses and improve performance throughout the entire organization.

LEO Learning has the deep understanding of learning design and technology, and pioneering creative approach, necessary to drive learning transformation.

LEO Learning’s expanding global customer base includes organizations such as the NHS, Civil Service Learning, Jaguar Land Rover, Volvo, Suncorp, Virgin Atlantic, Novartis, Godiva, Volkswagen, Dunhill, KPMG, Roche, and Mars.

LEO Learning is part of Learning Technologies Group plc’s award-winning group of specialist learning technology businesses.

For more, visit our website.