Students and the eLearning sector have benefited greatly from the introduction of gamification to education. Gamification allows learners to experience real-life challenges and scenarios in a safe, comfortable environment. This gives them a sense of personal experience before entering the work space.
In eLearning, Gamification is not just about ‘gaming’ or being competitive. Gamification in eLearning is about applying the concept of game-design to a non-game application. It is a concept based on gaming technology that is applied to specific learner content, designed to meet particular learning outcomes.
Below are some insightful statistics that prove the importance of Gamification in eLearning:
If we break it down to the fundamentals, successful learning is made up of three elements:
Taking the above into account, Gamification provides an effective way to enhance learning.
Learners experience a sense of excitement and fun during the ‘game’ while still learning. A well-designed gamification strategy, with high levels of engagement, leads to increased recall and content retention.
Gamification in eLearning offers an informal and effective learning environment, helping learners practice real-life situations in a safe environment. This makes the learner more engaged and facilitates more information retention.
Gamification in eLearning provides instant feedback. This kind of instant communication facilitates learner engagement and once again, greater recall and retention of knowledge.
Leader boards, badges, and points make training fun! However, this is just the surface level of Gamification. Gamification in eLearning promotes powerful behavioural change. This is combined with scientific principles of repeated retrieval and spaced repetition.
Gamification can fulfill most learning requirements and needs including: induction, product sales, customer support, soft skills, and compliance.
Due to all of the aspects mentioned above, and the positive change in behaviour that occurs with Gamification, there will be a significant performance gain within organisations that make use of Gamification eLearning for their staff.