What is gamification in e-learning?
The concept of gamification can produce big results. Gamification uses the elements of games (e.g. points, levels, and leaderboards) to motivate learners as well as train them. The following elements are included in gamification in e-learning industries are:
- Competition: Employees can compete with each other, with the game, or with other employees
- Game mechanics: Gamification turns facts and data into problems solved through a game-based approach
- Story: Some games use stories in which the user is a character in the story
Gamification can be incredibly effective for eLearning. In a study from the University of Colorado, users who gamified learning achieved better results in assessments of factual knowledge and skills. Gamified learning also improved retention at work.
Gaming may also include virtual reality (VR) and augmented reality (AR) in the future. Virtual reality (VR) and augmented reality (AR) are two forms of gamification providing real-time training simulations and problem-solving situations. For training purposes, you can put users in high-risk situations without having to worry about their safety.
How does gamification in eLearning work?
Gamification is a flexible concept, which has many applications in many different industries.
Use of an avatar
An avatar allows employees to play a game as themselves. Games of this type can be very beneficial for companies that need to undergo new training at varying levels.
This approach could be beneficial for call center and customer service employees since they gain an understanding of the company, its products, and its approach from the ground up. Employers may also employ avatars in recruitment videos.
Using VR and AR to implement gamification is a great way to teach hazardous situations without putting employees at risk. Game-based learning is useful for first responders in the early stages of their training to make decisions or react to emergencies. However, simulations are also used in call centers, engineering, and retail.
Both the government and the private sector utilize flight simulators to train pilots.
Gamification in eLearning uses a specific, task-oriented approach to help employees learn a particular process. For instance, a new plumber might need to be taught how to install a water heater or a new management system may have to be developed.
To accomplish a task, users are given tools and options. A user will return back to the beginning when an approach fails. When this happens, new tasks can be added.
Gamification in assessments
Gamified assessments are ideal for companies who need a quick snapshot of what their employees know, either in theory or in practice, in a low-pressure setting.
It is possible to develop these applications in such a way that employees will not even realize they are being assessed. Rather than using the data to design a game, managers can use it to structure relevant future training and clear up any misunderstandings.
Benefits of Gamification
- Make a good start. Introduce the learners to a story or scenario. Let them know your goals to capture their attention.
- Allow competition. Gamification elements, such as points, rankings, and levels, motivate people when applied to learning and knowledge industries.
- Create a safe environment. In a comfortable learning environment, students can practice real-life situations and challenges. Make the challenges more challenging to encourage retention. Offer incentives to retain students’ interest.
- Provide quick feedback. Compare learners’ results to each other or check their own progress so they know how close they are to their goal. The joy of success motivates learners to continue.
What are some successful gamification examples in business?
It is a well-known fact that pilots simulate landing their planes before taking off on the real thing, but there are plenty of other examples in business.
The Cisco company wanted its employees to become better at social media, but the 46 existing courses were confusing and had no clear place to begin. Gamification allowed employees of different levels to compete in team challenges and earn social media certifications at three levels each.
In an effort to motivate upper-level managers, Deloitte gamified their leadership training and offered badges and certifications as rewards. Attendance and completion rates both increased by 50%.
Those are only two examples of business gamification.
What are some disadvantages of gamification?
Training is not a one size fits all situation. Gamification is no exception. Gamification elements that distract from the actual content may need to be subdued.
Also, there are several companies that have to deal with constantly changing regulations. It’s not necessary to turn a simple daily report into a game, and badges and points may be too much.
Similarly, if your organization has a successful eLearning program but isn’t receptive to gamification in general, don’t force the square peg into the round hole. Don’t try to follow trends; stick with what works.
Check our blog on how To Apply Blended Learning in Employee Onboarding
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Low engagement rates with training content is one of the biggest challenges faced by L&D admins. In the end, poor employee participation leads to low completion rates for courses.
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What is gamification in e-learning, and why bother?
Gamification is an effective way to get students engaged, give teachers better tools for guiding and rewarding students, and motivate students to achieve their full potential.
Where does gamification fit in e-learning?
Likewise, gamification techniques have found a natural fit in e-learning systems, where they motivate action, develop learning, and inspire problem-solving.
Why is gamification important in e-learning?
Through gamification in eLearning, learners can practice them in a safe, informal environment, creating a more engaging learning experience that facilitates better knowledge retention.
What are gamification techniques?
In gaming, the goal is to leverage people's desire to socialize, learn, master, compete, achieve, express, close, or respond to an implied game or play presented in a situation.