In the second part of this two-part series, we discuss how you can identify and avoid common hurdles that might arise when trying to implement a gamification solution.
In this post we discuss how education can be impacted and transformed by gamification technology and how the same principles can be applied to enterprises.
We are all in a state of constant learning. Whether on the job, at school, or when keeping up with the latest technology – learning is one of the most fundamental tasks we have.
Yet learning, especially in the context of work, isn’t always that enjoyable. Learning something new, regardless of how important it is, can be an extremely difficult task. While at school, if we weren’t really in to a certain subject, we could hang low during those specific lessons and do just enough to get by. At work, it’s an entirely different story. Performance is greatly dependent on acquiring new skills, such as increased adoption of enterprise software, the use of knowledge management systems and more. It is also a factor of knowledge – emotional intelligence in dealing with customer complaints or product knowledge when offering new solutions to customers.
I’ve noticed that every time I write about enterprise gamification – elearning always comes up.
There are several explanations for why elearning always pops up when we discuss enterprise gamification. The main one is that it simply works. Elearning works exceptionally well, by driving individual achievement through the use of completion game mechanics, feedback and recognition. Something about the pace, the rewards and the way in which most elearning material is pre-prepared trumps class-based learning. This has been recognized by many: the internet is awash with material about elearning for an amazing amount of learning scenarios: school, high-school, university, moocs, and the workplace.
Based on a deeper understanding of human nature, how we learn and what motivates us to do so, it is evident that eLearning that incorporates game mechanics is far more successful. Why? Because people intrinsically love levels, missions and the satisfaction of doing something well. We are even prepared to repeatedly experience the “agony of defeat” to enjoy the “thrill of victory,” the feeling of success, that we have mastered something, that we have surmounted a challenge.
Given these insights, anything perceived as worth doing or worth learning is a perfect candidate for implementing gamification — whether its learning to play an instrument, learning a new language, learning to use the latest Microsoft Office, or even furthering one’s higher education. In fact, here is a closer look at five examples of successful elearning gamification.
According to Docebo, the eLearning market size will reach a $ 51.5 billion market size by 2015, with a growth rate of 7.6%. We collected some of our favorite eLearning game examples. While not all of these examples involve gamification, they are worthwhile considering.
Game-based learning isn’t necessarily eLearning gamification, since learning through a game (an age-old method that is effective since repetition elements and feedback workout our working memory) isn’t what gamification is about. Gamification is using game mechanics (such as completion bars, counters, badges, leaderboards and many other forms of recognition and feedback) to promote actions. Gamification is known to encourage eLearning, but that doesn’t necessarily mean learning through a game.
Micro learning breaks learning into small bites, replacing or complementing long-form training and learning. It uses small, well-planned units, to deliver training and learning to users, when and where they want it.
With our attention becoming similar to that of a goldfish, micro-learning helps in training and information retention. It also works well with gamification implementations, with micro learning being recognized and prompted contextually.
Remember Edward Packard’s “Choose your own adventure” series back in the late 70’s? First published as the “Adventures of You” series, the series ushered in a wave of interactive gamebooks. The books’ readers would assume the role of the plot’s hero and make choices that would determine the protagonist’s action and plot outcome.
We think that the same logic and emotional drivers should be part of elearning gamification. Here’s how.