As a consequence of the pandemic-related lockdown, globally, education and training methodologies were compelled to transfer classes online and employ digital learning approaches. The learners have adapted themselves to using technology, accepting online learning as a part of the regular curriculum. Post-pandemic, the re-opening of offices and institutes did not stop the momentum of online learning.
Learners found that online learning added a new level to their learning experience, especially when it could be done at any time, at any place, and at any pace.
However, over time, this too sometimes appears to be a bit monotonous for the learners who seek challenges, problem-solving, excitement, competition, and fun elements to sustain their interest level. Gamification of eLearning content can bring challenging, real-life scenarios or stories to leverage the learning experience.
In this blog, we will look into the possibilities of using gamified eLearning strategy to bring the learning experience to the next level.
What is Gamification?
Gamification is the use of game elements and principles in non-game contexts. It is the strategy to motivate people to do something better while enjoying the task.
Gamification can be applied to various fields such as websites, online learning platforms, or even workplaces. The purpose of gamification is to attract and engage learners, employees, or customers to participate and collaborate to achieve specified goals.
Gamification in eLearning
In the corporate workplace, while eLearning is being used for employee training, gamification can be used to combine gaming elements with learning objectives for a higher level of learner engagement.
To understand the role of gamification in learning, let us look into the game elements.
Game Elements
Game elements are the basic building blocks to design a game. These elements are categorized into three main types based on the context and goal of the game.
1. Game Dynamics
Context: Big picture of gamification.
These elements drive the players (learners) to move to the next stage/ topic. Here, the goals are different for different players, based on which the learners follow specific patterns. An example of game dynamics is narrative - an engaging storyline that motivates the learners to learn more.
2. Game Mechanics
Context: Making a game exciting and engaging.
These elements are developed based on behaviors, actions, and control mechanisms. Examples of such elements are competitions, challenges, and win-state.
Note: Win-state is a condition or state within a game or level that determines the successful completion of a predefined task or goal.
3. Game Components
Context: Representation of game dynamics and mechanics.
These elements are the building blocks of the game mechanics and dynamics to provide the intended effect.
Components are the tools designed to help the learners understand their performance in terms of achieving the learning goals.
How Do Gaming Components Influence Learner Behavior?
Let us look into a few gaming components and their effects on eLearning.
1. Leaderboards
Leaderboards: This is an analytic component that provides a snapshot of a learner's progress against others.
Leaderboards comprise four distinct parts:
Goal-setting
Feedback on progress
Social comparison (with peers)
Social reward (visible to all learners)
This functionality in an online learning environment will influence the learner’s behavior in the following ways:
Sense of competence
Satisfaction of completing a challenging goal
Commitment
Connection with others
2. Levels
In real life, levels exist in skills, job positions, or even upgrading to a higher version of the software. In a gamified environment, leveling up is the way to collect rewards while proceeding ahead into the mazes of the game. It is about accepting challenges and progress to achieve a goal which is a great motivation for a learner.
This component allows the learners to unlock new levels of learning modules as they progress in their learning path, completing the learning modules they have chosen or assigned by the administrator.
Effects:
Goal setting
Achieving learning objectives
Higher level of motivation
Higher level of engagement
3. Points
Points are evidence of performance efficiency. In a gamified learning environment, points map to the rank of the learner. This means, more the points, the higher the rank on the leaderboard.
Effects:
Immediate feedback
Encouraged behavior of the learner
Punctuality
Inspiring for achievement
Higher level of motivation
Higher level of engagement
4. Badges
These elements indicate evidence of accomplishment. It is a way to visualize the achievement of learning goals adding a sense of pride. Employees can exhibit the badges they have achieved on their profile pages which in turn will inspire other employees to achieve their learning goals.
Effects:
Sense of accomplishment and pride
Eagerness to achieve learning goals
Higher level of motivation
Higher level of engagement
5. A master narrative/story
Narratives are gaming elements that use a make-believe storyline to intertwine the activities to be performed by the learner. It can include a theme or a fantasy to make the learning experience attractive and immersive.
Effects:
Immersive learning experience
Higher level of engagement
Higher completion rate
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Watch this video to get a synopsis of gamification in eLearning for corporate training:
Benefits of Gamification of eLearning Content
Employees tend to avoid spending additional time learning on their own if it means reading the learning content, let alone remembering and applying the concepts learned. However, if learning is fun, motivating, engaging, challenging, and rewarding, their interest level will be significantly higher. Managers do not have to spend time and effort convincing them to attend such programs.
Here's why the employees would adopt this:
Fun while learning, hence a higher level of engagement
A higher completion rate, develops a sense of accomplishment
Better recall and retention ability (easy to remember topics through gaming steps and repetition in intervals)
Application of learning, scope for practicing concepts
Friendly competition & rewards, hence highly motivating
Triggers change in behavior
Learners can achieve their learning goals quick & easy
So, it is obvious that deploying gamified eLearning content can improve course completion rates and the effectiveness of employee learning.
Ultimate Goal - Driving Revenue Through an Efficient Workforce
Gamification of eLearning leads us towards a higher success rate of upskilling employees. We have seen examples of gamified training programs by McDonald’s, given to the employees to learn the ordering system, in real work situations.
Walmart also used a gamified approach to provide training on safety and compliance. However, the gamified learning environment is a way of making the workforce more efficient so that they can contribute to the organization to achieve its business goals.
If you are driving employee learning at your workplace and looking for gamified eLearning solutions, you can write to us at sales@s4carlisle.com and get more information.
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