To put into simpler words, gamification is the use of game-design elements and different game principals but in non-game contexts. The best example to explain gamification is in-game principals and themes like acquiring virtual points or other currency. With that, it also includes completion of series of tasks and different activities that will take you to the next level. Thus gamification is a set of activities and a variety of processes that solve problems by using the characteristics of game elements.
TakeThisCourse.net has developed a metric to evaluate the effectiveness of an online course and gamification is one of the key factors that contribute towards quality practice an online course provides. This metric helps our learners to take a knowledgeable learning decision.
Gamification in learning has turned out to be an effective technique to engage learners. Gamification has been able to find its place under the sun for serious. It is because of gamification that majority of the organizations and educational institutes are able to engage their learners like never before. Here we are going to explain to you how gamification can improve one’s learning.
Value that Gamification Provides:
Gamification-based learning has added quite a value to both learners and organizations, here is how:
From learner’s perspective:
Below we have mentioned some stats that will reaffirm the value of gamification-based learning from a learner’s perspective.
- 80% of the learners have claimed that their learning experience would be more effective and productive if it were to be game-oriented.
- Then 67% of the students reported that enrolling in a gamified course is more motivating and engaging that a traditional course.
Everyone loves to play games right? So what harm can it cause if we’d implement game-oriented learning? The above stats would be enough to make one understand the impact of gamification on learning.
From Organization’s Perspective:
Now if we talk about the value that gamification has provided from an organization’s perspective then below are some points to ponder.
The right gamified approach in any organization will enable the L&D teams to meet their learning outcomes with more motivation. We believe that gamification is a very engaging learning strategy and it is more result-oriented as compared to the other strategies used in traditional eLearning.
As we know that gamification offers more engaging and immersive learning experience. This ultimately leads to higher completion rates and the gain would also reflect in better retention.
Creating desired impact through Gamification:
Do you want to know what type of impact can be created through gamification? Well gamification focuses on using only such techniques that can enable others to create the following values.
- It leads to higher learner engagement.
- Offers immersive approach and high recall.
- Leads to better retention or you can say sticky learning.
- Results in improved application of the acquired learning on the job.
- Leads to reinforcement.
- It triggers change in thinking.
- Puts a great influence in behavioral change.
- It leads to practice and proficiency gain.
How Gamification has improved Learning?
Below are some of the killer examples that would show you how gamification has improved user learning experience (both in organization and educational institutes):
Professional skills enhancement:
Gamified online learning is a great example of gamification approach as it has multiple levels of learning that reflect the proficiency gain when the learner moves from one level to another. The learning journey includes different scenarios and challenges that are very similar to the real-life situation thereby making learning even more engaging. Gamified online learning is not like the classic approach where a learner has to go through theory and practice. Instead the learner here can directly jump into taking a challenge. It helps them to make sure whether they have truly understood the concept or not.
Gamified on-boarding Training:
In an organization, a gamified on-boarding training opportunity was introduced for a customer care team. The goal was to help them acclimatize with the culture of the organization but in a less hectic and more engaging way. The platform includes Virtual Reality (VR) features, personalization through various avatars, and also analytics to understand the efficacy of the user interactions.
Rewards and Recognition:
This is a avatar-based approach that is used for personalization along with gamification. Here the learners are required to go through a series of different locations in a fictitious city. There they would find gamified activities that would map to the different aspects of the organization’s compensation program. With the help of these simulated activities, the learners are asked to understand and remember the order if they want to win. The score that they’d make would lead them to gain a reward.
As you can see, with the help of this approach, individuals would be able to understand the different aspects of the organization and gain something in the end as well. And all this would be done in a fun and more engaging way.
In educational institutes:
Use of levels, checkpoints, and methods of progression:
By using various checkpoints, levels, or even symbols of progressions, learners will be more focused and determined to perform well. For example, if students reach an important milestone like 100 points, teacher should increase their level to boost their morale. As students progress further, they’d achieve more and more thereby boosting their interest in learning and performing well.
Making students assume specific perspectives in while learning:
This is kind of a fantasy role-playing that allows students to take on different roles or the ones they like but as learners. They can be a judge, a father, designer, doctor, or anything they want. And then they are asked to rise in the occasion using their imaginations. In this way, the learning process becomes more engaging and result-oriented.
From the above details, anyone can clearly understand the impact of gamification in the learning process. It is believed that gamification in learning has caused students to perform even better and show more interest than they usually do. Thus this is how gamification has and can improve learning.