Gamification, or the integration of game elements into your online training, will enhance the learner’s engagement by seizing and retaining his attention. However, if gamification is to be of use in eLearning, we must better understand what gamification is, how it can be used in eLearning and why it might be useful.
Gamification means the integration of game mechanics or dynamics, into learning content, to create fun and engaging experiences. It assists the learners in learning a skill, as they play and apply it to the real world, when needed. The immersive and engaging nature of this method accelerates learning; improves retention and recollection of knowledge. It draws learners into virtual environments, which feel familiar and relevant. Gamification provides interactive experiences that motivate and actively engage learners, in the learning process.
Here is a success story of how Deloitte has trained its employees and clients by using gamification principle. DLA (Deloitte Leadership Academy) is an online program for training their workforce and their clients. DLA found that by embedding missions, badges, and leaderboards into a user-friendly platform, alongside video lectures, in-depth courses, tests and quizzes, learners got engaged and were more likely to complete the online training programs. With the integration of gamification in to DLA, there has been a 37 % increase in the number of users returning to the site each week. (source: HBR Blog Network: How Deloitte Made Learning a Game by by Jeanne C. Meister)
- Video games can lower disruptive behavior and boost positive development in learners.
- Play-based learning increases learner’s attention span.
- Involves a socialized network that helps in building collegiality at workplace and effective at quick decision-making.
- Draws the attentions of the learners and helps them to compete with other individuals.
- Simulations: Can create simulations that immerse the learners in a realistic conversation and environment, where the learners can take a first-person role in the learning.
- Quizzes: A quiz can assess the learner’s progress, as well as motivate them to “want to” learn .Put a quiz at the end of every section/ lesson and award the learner with a badge, if they pass the quiz.
- Avatars: Introducing characters or avatars helps the learner in the training journey
- Rewards: People have a desire for reward; learners are to be rewarded with trophies or badges after reaching a milestone. Surprise the learner with bonus rewards when they pass a new challenge.
- Feedback: Games provide instant feedback such as scores, there by leading to better engagement and motivation of the learners.
Games, if used rightly in e-learning will increase the learner’s engagement by seizing and retaining his attention. These are my insights; please do share your thoughts.
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