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G-learning or Gamification: The Knight in the Shining Armor to Transform your E-learning

G-learning or Gamification: The Knight in the Shining Armor to Transform your E-learning

According to Wikipedia, G-learning or game-learning refers to a corporate learning and development methodology in which the content of a training course is combined with an online graphic adventure video game integrating a complex virtual world simulator. It is basically the blend of electronic games, an appealing story, using encouraging game elements, a counterfeit and entirely hypothetical content. In G-learning, the learner becomes proficient and retains skills playing an electronic game through the use of game-based learning principles and many motivating gamification methods. Generally, these techniques render eLearning attainable using an online platform without giving up on the quality. Do you ever think of the words “game-based learning” and “gamification?” Have you ever thought both are same? The answer is exactly no. The two words “game-based learning” and “Gamification” are different. Now, let’s see some of the common misconceptions.

Game-Based Learning vs. Gamification

Game-Based Learning Gamification
Gamed-Based Learning is the process of learning through games. Gamification is the use of gamified elements and gaming techniques in non-game contexts, such as online learning content, to make the learning engaging and fun.
It is difficult to develop and also expensive. It is easy to develop and also cost-effective.
Content is generally modified in order to embed the story and display of the game. Many game-like features are embedded without major modifications in the content.
It has defined learning objectives. It is a collection of tasks.
It is basically used to promote competition. It is basically used to promote critical and strategic thinking.

Here are some recent statistics showing a paradigm shift towards gamification:

  • According to the survey conducted by James Sanders, Manager of Innovation at Deloitte Consulting, Deloitte has seen a 37% rise in the number of users taking up Deloitte Leadership Academy (DLA) training program, since the integration of gamification into the Deloitte Leadership Academy.
  • According to the survey conducted by e-learning guild in the year 2013, learners had 14% higher skill-based knowledge level, 11% higher factual knowledge level, and 9% higher retention rate as per a meta-analysis of the instructional effectiveness of computer-based simulation games.
  • According to the survey conducted by Learning Solutions Magazine in 2013, Gamified approach to safety training, resulted in a 45% reduction in safety incidents and claim counts; 55% reduction in shrinkage at Pep Boys, a retail chain.

Gamification in E-learning:

Gamification is the process of using game mechanics to figure out issues and engage learners. The main intention of using gamification in eLearning is to motivate learners. Gamification can be used in a wide spectrum of areas but the important thing is that, it should specify the final learning objective. Let’s see some of the cases where gamification can be used:

  • In marketing, for customer engagement.
  • For ideation, to generate new innovative ideas
  • At the workplace, to tackle employee productivity
  • In health care, to encourage users and improve their overall health
  • It is also used for authentication purposes

No particular tools are required for gamification in eLearning. The regular tools used to develop eLearning courses such as Adobe Captivate, Articulate Storyline, Flash, etc. can also be used for gamification.

Gamification has a great impact on learners. It provides an opportunity to keep them engaged and motivated in the training initiatives. It helps grab their attention and helps retain the maximum knowledge. Moreover, it provides instant feedback. It not only teaches but also entertains them.

Dos and don’ts of gamification:

Dos:

  1. Always align gamification with the learning objectives.
  2. Always provide learners instructions to complete the game.
  3. Allow the users to choose their own path to reach their learning objective.
  4. Provide learners a challenge to achieve the goal.
  5. Always provide game mechanics that really add value to your learners.

Don’ts:

  1. Don’t confuse the learner.
  2. Don’t make extrinsic metrics or rewards the main theme.
  3. Don’t try to manipulate the game.
  4. Don’t always overemphasize the game mechanics.
  5. Don’t give up.

Games are everywhere. Including gamification in eLearning motivates learners. However, it is very important to remember that the purpose of gamification is not the game but the learning goal. Therefore, the game elements need to be clearly wound around the content so that the focus of the learner remains on the content while at the same time making him feel he’s part of an engaging game experience. Hope this post helped you understand the idea of gamification and its purpose. What are the areas in which you think gamification serves as a good training medium? Let us know your views using the comments section below. Good luck with your gamification efforts!

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