Gamification: Learning made FUN

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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Make your Training more EXCITING!!

Training includes involvement of the trainees, which essentially means the more interactive the session is, the more interesting it would be for the trainees as well as the trainer. If your audience is falling asleep or side-talking or cannot remember what you just said it’s time to turbo-charge your training session. Here comes the importance of fun and humour in your session. Learning styles may either be visual, auditory, kinesthetic, or cognitive, understanding the need and analyzing the audience is the trainer’s responsibility. So the trainer should make learning active by varying it with other styles/methods to capture their attention.

The trainees/ audience may have different ideas and expectations from the training session. The trainer should invite the trainees to voice their opinion and teach.

* Allow the trainees to explore

* Assign Group activities

* Play games

* Use Props – Charts, Sketch pens, Crayons etc (per the need)

* Tell stories

* Use creativity

* Ice-breaking sessions

To make your sessions memorable and to accelerate learning, get active! When people are having fun, they relax, lose their fears and become receptive to learning.

Its not that the trainer falls in love with his/her own voice, but should be capable of making the trainees/audience fall in love with the trainer’s voice and content.

“Tell me and I forget. Teach me and I remember. Involve me and I learn.” – Benjamin Franklin