CEO Tesseract Learning Pvt Ltd
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Gamification in eLearning

14th Sep 2020
CEO Tesseract Learning Pvt Ltd
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Gamification in eLearning is the usage of gamified design elements in a non-game scenario. Design elements such as points, badges, trophies, customization, leader boards, levels, progress tracking etc., borrowed from games are used to gamify eLearning. Due to reasons such as enhanced user engagement and increased motivation and engagement, gamification is being increasingly applied in eLearning.

Game-Based Learning Versus Gamification In ELearning

Often used interchangeably with game-based learning, gamification and game-based learning are not the same (Demystifying Gamification vs Game-based eLearning). While game-based learning focuses on achieving a specific learning outcome and utilizes game elements to teach the learner a specific skill, gamification in eLearning is the application of game mechanics in a non-game context.

Commonly Used Game Elements In ELearning Gamification

Levels: Every move to a higher level signifies an increased level of complexity in content as well as learner proficiency.

Scores: Scores indicate the learners’ performance level and also instill a sense of accomplishment in them.

Leaderboards: Leaderboards promote healthy competition amongst learners by motivating them to score higher than their peers.

Badges: Badges are a good reminder of learner achievements as they progress through the multiple levels.

Benefits Of Gamification In ELearning

Gamification in eLearning integrates game elements with the existing content making it more enticing. Simple game elements like multiple levels or progress bars can act as a motivator for a learner when compared to the usual plain look and feel of simple eLearning content. Complex elements like points, badges or coins keep learners engaged and harness the very human instinct to collect. A scoreboard of points collected can instill a sense of competition and motivate learners to score higher than their peers, upping their engagement and completion levels.

Value Addition From Gamification

Well-designed gamified content can add value at both the learner-level and the organization-level. According to our research, close to 79% of the learners said they would like the content to be gamified and around 65% said that gamified content was more engaging than regular content.

At an organizational level, gamification in eLearning results in higher completion rates which might also lead to better retention or recall. Further, since gamification is adding game elements to existing content, the need to develop new content right from scratch is eliminated. This makes gamification inexpensive and quick to implement.

Reference

Strmečki, D., Bernik, A., & Radošević, D. (2015). Gamification in e-learning: Introducing gamified design elements into e-learning systems. Journal of Computer Science11(12), 1108-1117.

 
 

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