Gamification in E-learning Courses
Most business enterprise are usually faced with a lot of difficulties in creating, and tracking training of their employees. Training employees amounts to better performance and productivity which is a win-win situation for the organization and the employees. Some of the major challenges faced when training employees is engaging them. Gamification provides the platform through the use of Learning Management System (LMS) in making training more engaging and entertaining. Gamification is becoming increasingly effective in Learning Management Systems because of its benefits and advantages to E-learning.
In our previous article: How Does Gamification Impact Corporate Learning? Gamification was defined as the process of adding motivational elements within a learning framework or system to increase user engagement based upon sound game theory and game mechanics. It provides an effective informal learning environment and helps learners practice real-life situations and challenges in a safe environment. Gamification has been studied and applied in several domains, with some of the main purposes being to engage (improve user engagement, physical exercise, return on investment flow, data quality, timeliness), teach (in classrooms, the public or at work), entertain (enjoyment, and loyalty), measure (for recruiting and employee evaluation), and to improve the perceived ease of use of information systems.
As technology advances, the potential for E-learning thrives and evolves. Many eLearning courses have moved beyond just PowerPoint presentations which can be sometimes boring and less engaging. Now employing the use of gamification in eLearning. The application of gamification to online courses gives room for creativity which creates room for interactive learning. Sergey Snegirev (eLearning Industry, 2017) predicted that gamification in eLearning will grow to a 5.5 billion USD global market by 2018, which tells us that gamification has serious support for eLearning courses. Gamification in eLearning has become increasingly popular since it offers a wide range of advantages for learners and can help to make the overall eLearning experience not only more enjoyable, but more effective too.
If you’ve ever sat in a desk in a large classroom listening to a boring lecture while daydreaming about being anywhere else, then you know how ineffective linear learning can be. A University of Colorado study by Traci Sitzmann found that students scored 14% higher after taking a gamified course on a subject than those who took a traditional course.
In the field of online education, Gamification is used to promote the commitment of learners to the learning process. Almost 80% of learners says that they would be more productive if their university/institution or work was more game-like. Frank Farral, leader partner at Deliotte Company (using gamification for training purposes) said: “If you can gamify the process, you are rewarding the behavior and it’s like a dopamine release in the brain.” Since 2010, over 350 companies have launched major gamification projects, including consumer brands such as Adobe, NBC, Walgreens, Ford, eBay, and more. (Huffington Post)
When a lesson or course actually utilizes gamification, it means that the entire product functions like a video game. These video game designs are being applied to “non game” subjects. This brings us to the use of LMS (Learning Management System) in gamifying eLearning contents which engineers engagements, boost productivity, and create learning super heroes. A learning management system (LMS) is a software application for the administration, documentation, tracking, reporting and delivery of educational courses or training programs. Just like Word helps you write documents and Gmail helps you manage your emails, an LMS helps you create, manage and deliver eLearning courses.
Any experienced instructor can tell you setting up eLearning courses is only half the battle, the other half is getting your students to pay attention. When it comes to gamification in eLearning, LMS integrates some of the well-known and battle-tested techniques, such as Points, Badges, Levels, Leader-boards, and Rewards. An LMS is an important tool of gamification, this means that an LMS lets you create eLearning content (lessons), organize it into courses, deliver the content (either internally to your business or to a wider internet audience), enroll students to courses, monitor and assess their performance (attendance, grades, etc.).
Benefits of Gamifying E-learning Courses
Gamification enhances learning experience. Traditional online learning focuses on course content while gamification adds a narrative to the learning experience. When you apply game elements and its mechanics to your eLearning courses, learners are likely to spend more time on learning. It increases the chances of the student returning to your course on a regular basis, or with great frequency, because it is more enjoyable. Gamification gives you more influence over your students’ actions. For example, on a badge or point system, you can easily influence students to complete their homework or take a quiz on time.
Gamified courses, provides instant feedback to learners on their understanding of the course content. For example, imagine a learner facing a challenging question in a gamified course. In order to advance to the next level, he must answer it without failing because it teaches him a specific skill that will be useful in the upcoming levels. In such case, feedback is given on why the answer is correct, or why it isn’t.
It builds engagement. If you are using a reward system, such as badges or points, you can allow your students and users to use those badges and points for real benefits. Implementing a gaming reward system, based on specific activities within your eLearning course, encourages students to accomplish those tasks in your desired order which in turn boosts productivity.
Gamified courses lead to high performance learning and help learners in committing knowledge to long term memory. Knowledge retention takes place when learners process and do something with it. Learners participating in a stimulating activity are likely to remember the information they acquire from it. These activities could be as simple as answering a question or more complex such as using their learning in order to make judgments and move forward in a course, something they would do in real-life.
e-training Institute courses are created to motivate and engage learners. All online courses provided by e-training Institute are designed and developed under a tried and tested Unique Learning Framework that is proven to deliver 98.6% pass rate at first attempt.
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