by Sarah Sweeney, Marketing Assistant at Aurion Learning.
Many HR and L&D professionals face the problem of ensuring that their training and learning programmes maintain learner engagement and motivation. Gamification has been regularly recognised as an opportunity to help solve this problem.
In this post, we consider whether gamification can enhance the learning experience. Before we consider if it is game on for gamification in learning, it is necessary to look at what gamification essentially is.
What is Gamification?
Games and game like components have been invading the learning realm for quite some time now. Although its definition differs, for the most part, gamification in learning is the use of game mechanics to ‘gamify’ content to engage and entice users by encouraging and rewarding use.
Although Nick Pelling first coined the term “gamification” in 2002, it has actually been around for some time – 40 years in fact, with many organisations already using features in their work from video games.
Indeed, it can be said that loyalty programs, target-based bonuses and employee-of-the-month schemes are all examples of how gamification as an incentive to growth has been around for a long time too.
Examples of gamification in learning include:
- Training: technology giants, Microsoft use gamification to train users of Microsoft Office on how to use the new ribbon interface effectively.
- Education: New York based school – Quest to Learn, advocates game-based learning to make education more engaging and relevant to children.
- Employee productivity: Management tool Arcaris uses gamification to improve productivity in call centres.
Now that we know what gamification is and where it is being used in learning, it is necessary to see whether it actually works.
Does Gamification in learning work?
The gamification of e-learning unquestionably presents unique possibilities for learning technologists as they explore additional ways to educate and importantly engage learners.
It is widely recognised that adding interactive activities in e-learning are no longer optional extras, but essential to effective learning. However, it is important that the addition of game like elements into the e-learning programme are only applied in the context of the programme that allow the learner the opportunity to apply their retained knowledge to live situations, rather than distract and dazzle learners with wizardry from the overall learning goal.
Frequently, my social media feeds are inundated with social games, although irritating at times, there is no escaping the surge in popularity of online gaming and social media. The site, DevHub, reported an eightfold increase in the number of users completing their sites after adding gamification elements to the process. If there was any indication that the gamification was a fad, according to research from M2 it’s here not only stay, but increase in its use.
“The global market for gamification apps and services will grow to $2.8 billion by 2016.”
The enthusiasm for gamification has however met with some criticism. Game designers Radoff and Robertson have criticised gamification for excluding aspects like storytelling, an important element of learning. Whilst university researcher Deterding, has argued that current approaches to gamification create an artificial sense of achievement.
What does the successful application of gamification in e-learning look like?
- Gamification isn’t about games, but the learners.
- It isn’t about knowledge but behaviour.
- It extracts the motivational techniques out of games and uses them for life-applicable learning.
- It allows quick feedback of progress and communications of goals that need to be accomplished.
Gamification is made appealing for e-learning because of our human tendencies. On the whole, we generally enjoy actively participating engaging and competing with others. Gamification allows learners to connect and learn together with playful applications and incentives, particularly when there are engaging game design elements used.
Today’s learners are however no longer placated with trivial reward systems but rather sophisticated experiences that hold real value. Organisations embracing the gamification in learning can stand to see learners more engaged and retain more information, but only if it is applied aptly to the e-learning programme, achieving the overall core learning objectives.
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By Maresa Molloy, Instructional Designer at Aurion Learning.
At Aurion Learning, our experience tells us that one of the best ways to guarantee learner interest and retention is through the appropriate and frequent use of interactivity.
This short article identifies the top five benefits of adding interactive activities to your online learning resources.
- Changes learner behaviour – Interactive activities such as, scenario-based exercises, behaviour modelling and guided practice prompt learners to review the lesson against their own work-place practices which is an ideal approach to affect positive behaviour change amongst staff.
- Ensures the message is understood – formative assessments, questioning and assessed role-plays provide learners with instant feedback, offering appropriate affirmation or explanation depending on whether the learner has answered correctly or incorrectly.
- Connects with the workplace – printable job aid exercises, such as checklists and action plans, prompt learners to focus on the application of the course material to their particular role.
- Engages all learning styles – variety of presentation, practice and assessments support high levels of user interactivity and engagement. Rich task-based multi-media and audio immerse learners by providing realistic practice in the subject areas being taught.
- Promotes a positive learning experience – the use of appropriate interactivity encourages learners to return to refresh their learning as well recommend the resource to their colleagues as material for group or individual learning.
As a quick rule of thumb, we feel that the definition provided by American Instructional Technology guru, Brandon-Hall encapsulates the spirit of good interactivity:
“An interaction is an engagement of the mind……. not the finger!”