4 Aspects to Consider While Designing Gamified E-learning Courses

4 Aspects to Consider While Designing Gamified E-learning Courses

4 Aspects to Consider While Designing Gamified E-learning Courses

The world of training and the nature of learners are changing, which means that it’s time to re-think and check out what the future holds. According to a survey conducted by Talent LMS, 79% of the participants (corporate learners and university students) shared that they would be more productive and motivated if the learning environment is similar to that of a game.

Today’s contemporary learners’ clamor for effective and interactive self-paced training. This is true, but the primary goal of any learning course is to educate the learner in the best possible way. As an instructional designer, you must maintain a fine balance between instruction and entertainment. There are some points that you need to remember while designing gamified e-learning courses. Let’s see what they are.

1. Learning first – winning next:

Gamification in general is all about winning. But when it comes to e-learning, learning and gaining knowledge should be primary and wining must be secondary. So the focus should be on teaching and conveying the point. The game should have all the learning elements at its disposal and in no way should distract the learner from mastering the skills.

2. Rewards, points, and badges for small achievement:

The use of points and badges are the most misused elements of gamification. If you give rewards and badges for each and every small achievement, the learner thinks that it is easy to achieve and may not show seriousness in learning. Rewards should be given when important checkpoints are achieved. This will give learners the feeling that they have achieved something big.

3. Alignment with learning objectives:

The game that you design should add value and match with the learning objectives, which you have defined at the beginning of the course. Otherwise, the learner may get confused and glued to fun instead of learning.

4. Feedback gamification:

Lastly, the other important parameter is giving feedback. For every learning point, learners must be given a comprehensive feedback such as scores, points, rounds of plays or levels achieved. This justification provided at the right time helps learners to understand more and reinforce his learning.

Gamification is an activity that will stir the learner to take the course. But before implementing gamification into e-learning courses, some research on what to include and what not to include can greatly help. Hope you find this post informative. Do you have anything to say? Please do share.

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