Using gamification for serious learning is a hot topic right now. Organization heads and Learning and Development heads are keen to explore this and enrich their existing learning strategy. However, they have several questions that range from true benefits of gamification to ascertaining if it indeed improves the effectiveness of learning.
In this article, I will share 5 facts about gamification for serious learning through a series of questions and answers. I am sure these pointers will help you in evaluating and embracing gamification soon.
Gamification is an alternate approach (to traditional eLearning) to provide engaging, immersive, and effective learning experiences to your learners. By using gaming principles, elements, and innovative strategies, learners can be engaged and encouraged to apply this learning at work.
It provides an effective informal learning environment and helps learners practice real life situations and challenges in a safe environment. Typical components of gamification-based learning courses are shown here.
Unlike traditional eLearning, gamification:
You can refer to my article Benefits Of Gamification In eLearning for more details.
There are several aspects of learning, notably its retention, and eventual application on the job that can be influenced by gamification.
The diagram shown here reaffirms the power of gamification in learning.
We have an established practice featuring “gamification for serious learning” and have worked on gamifying diverse concepts like:
So far, we have not faced a challenge in arriving at a suitable gamified approach to varied training needs.
You can refer to my article 6 Killer Examples On Gamification In eLearningthat illustrates the use of gamification for diverse training needs.
Certainly. Our gamification approach is aligned to meet specific learning outcomes (gamification for serious learning).
We achieve this through the following:
We offer a gamification platform to train learners through:
Approach 1: Complete Gamification.
The entire learning is driven by interactive scenarios in which the learners progress through a series of challenges (that map to each level in the game).
Approach 2: Partial Gamification Techniques.
This approach can be used to introduce gamification to an organization and can be applied to enhance both online as well as ILT trainings.
We use two components to introduce Gamified elements to a traditional eLearning course or ILT program:
1. Identify key check points (knowledge checks) and quizzes (assessments) and integrate game mechanics in knowledge checks and assessments.
2. Add gamified activities.
I hope this article helps demystify the gamification concept and provides insight on its benefits. More significantly, it guides you on how you can apply it in your organization and see its impact on your learners.
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