Gamification is a problematic concept in eLearning. It means so many different things to so many people. Sure, it’s clear that using game principles and mechanics in learning content and learning management has obvious potential advantages, but what exactly do people mean when they say that something incorporates gamification, and why is gamification so different depending on the context of the gamification?
Let’s start with a working definition for gamification. I’ll take this from Sebastian Deterding: ” The use of game design elements in non-game contexts.” Notice the importance here of the fact that this definition does not imply that using gamification will turn activities into a game or thinking that our users are gamers themselves.
Who doesn’t like to be rewarded for putting in hard work? In the online learning realm, incentivizing learning for specific tasks often times motivates individuals to reach their end goal faster — and feel more satisfied when they get there. By using rewards like certificates, badges, or points, your organization can create an improved, more engaging learning experience.
In the gaming world, perseverance, problem solving, and creativity are the keys to success. Players start out expecting to struggle and make mistakes, eagerly replaying levels and pushing through barriers to make headway. There is no such thing as failing in a digital game.
It seems that every app you come across these days integrates gamification to some level. And that’s fine for fitness trackers or personal finance tools, but is gamification really the best method for teaching? It turns out there is some science behind gamification education, and it might provide benefits beyond just getting students interested in the subject matter.
Gamification has been part of teaching strategy in K-12 even before it was common for computers to exist in the classroom. Teachers have used games for decades to keep students engaged in the learning process, to make instruction easier to digest for students with varying learning styles, to get an idea of how students are doing that may not be reflected in test scores, and to boost morale in the classroom.
Gamification in eLearning helps create an effective learning system that enables learners to rehearse real-life scenarios and challenges in a safe environment. In this article, I will walk you through some of the benefits of Gamification for learners and how the experience of learning (recall and retention) can be enhanced through Gamification.