Gamification is the use of principles and key elements of gaming to deliver the required learning objectives. The key elements of the Game mechanics that are a part of Gamification for learning include:
While “Have fun as you learn” resonates well with learners, these approaches are often looked at with skepticism by the corporates. Of the various myths associated with what Gamification can do/can’t do, I list the three I have encountered the most:
The fact is that well-designed Gamification based trainings provide help to both organizations and learners at many levels.
The value from the learners’ perspective: The value Gamification based trainings bring in is re-affirmed by user feedback too. I list part of the findings from Talent LMS’s Gamification at work survey in 2018:
The value from the organizational perspective: The use of Gamification for learning provides several benefits to L&D teams:
Without further ado, here is my list of a few Gamification Trends that are worth a closer look.
For each Gamification trend, I provide practical tips on why and how they can be used.
This year shows a maturing of the usage of Gamification without the hype we have seen so far. It is coming of age and is moving beyond badges and leaderboards.
Today, it is much easier and quicker (and cheaper) to craft effective Gamification solutions on account of the maturing of authoring tools. There are several Use Cases that show what strategy works and what doesn’t. There is also a shift from Game based learning to using Gamification techniques at various levels.
Much in line with traditional eLearning, you can use elements of Gamification:
The year is also witnessing an acceleration in the adoption of Gamification as more organizations opt for Mobile Learning and leverage on Microlearning based training formats.
You can opt for Gamification approaches that are bite-sized and optimized for smartphones. They provide learning on the go and can be designed to facilitate application on the job or help learners in proficiency gain.
With more and more successful Use Cases, Gamification techniques are being applied at various levels.
You can use Gamification (partial or full) as follows:
NOTE: I see an acceleration in the adoption of Gamification, particularly in the first three formats rather than the Game based learning. The Gamified portals can be applied for certain niche applications. We have used them for Induction and Onboarding with success.
With the maturing of the Gamification practice, partial or fully Gamified strategies are being used to address most of the corporate training needs.
There are several Use Cases that showcase the successful implementation of Gamification for learning across various corporate trainings. You can certainly evaluate using Gamification for:
Next Gen Gamification techniques reflect a combination of several best sellers like Microlearning and Apps for Learning to deliver impactful training.
The adoption of these techniques will help you uplift the impact of your trainings manifold.
To maximize the impact of Gamification based trainings, it is good to work with a bigger picture and use these techniques at various levels. Here are some measures that we have successfully used:
Gamification is a great strategy to provide an immersive learning experience. When designed well, it provides an engaging learner experience that is action-oriented, aligned to learning goals, and helps learners walk away with a sense of achievement.
I hope this article provides you the pointers to increase the use of Gamification based learning solutions in your organization. If you have any specific queries, do contact me or leave a comment below.
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