Gamification in e-Learning is fast emerging as an effective technique to engage the learners. Gamification is not just playing games for fun, it can be defined as the concept or strategy of applying game-design thinking to non-game applications or context. Gamification does not necessarily have to mean playing a traditional video or console game, but instead applies to using elements of games to facilitate learning
Gamification in e-learning is not just wishful thinking, few statistics that lead to Gamification exigency, (statistics from the internet)
- More than 75% of the digitally-aware people are gamers. Given that they have played digital games on their devices at some point or the other.
- People are only able to recall 10% of what they read and 20% of what they hear. If there are visuals/images/info-graphics associated with plain text or an oral presentation, the retention percentage increases to 30%.
- To take this further, in an ILT if the narrator is enacting as he or she speaks, the figure of how much the learners can recollect rises to 50%.
Unlike traditional e-Learning, gamification:
- Initiates friendly competition.
- Develops a spirit of achievement and enthusiasm
- Enhances user engagement and can be used as a behavior change tool.
- Encourages learners to progress through the content, imbibes curiosity, motivates action, influences behavior and drives innovation.
The learner can experience “fun” throughout the game and still learn based on the level of engagement. A good gamification strategy with high levels of engagement provides an effective, informal learning environment, and helps learners practice real-life situations and challenges in a safe environment. This leads to a more engaged learning experience that facilitates better knowledge retention. When presented with a challenge, learners could attempt to solve it directly or seek help from peers or an expert.
Scores, points, badges, leader boards, dash boards, etc. would surely make training impressive. In addition to learning, gamification can drive strong behavioral change especially when combined with the scientific principles of repeated retrieval and spaced repetition.
An effective gamification concept is one that:
· Captures (and retains) learners’ attention
· Challenges them
· Helps to create healthy competition
· Engages and entertains them
· Teaches them
Gamification is a great way to augment your e-Learning strategy by tapping into the human behaviors of collection and competition. Once you have established some great course material and have a well-run e-Learning strategy, gamification can help influence behavior to increase adoption, completion, and engagement with training.
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