The term ‘gamification’ has been in trend since 2010 and has achieved to highlight its capability to cultivate inspiration, conduct behavioural changes, friendly competition, and collaboration in varied contexts like customer care and engagement, employee performance, and loyalty towards the society, as it is with any other promising technology like healthcare, marketing, human resources etc. Gamification is a multidisciplinary concept with the inclusion of theoretical and practical knowledge, technological domains and platforms. The term gamification has been defined in a variety of ways, like ‘use of game-design elements in a non-game context like education’, ‘event of creating gameful experiences’, ‘the process of creating activities for students that are more game-like and engaging.’
Examples of Gamification in e-Learning
The application of engaging in gaming activity in the field of education has been in trend since a very long time. Here are a few examples that outline how we have made immersive learning experiences utilizing gamification for training, induction, onboarding, proficient improvement of skills, compliance, and behavioural changes.
1. In Corporate Training:
Gamification in corporate training is the combination of principles alongside key gaming components to convey the imperative learning targets, therefore conveying a profoundly captivating way to deal with preparing. A proficient gamification procedure offers higher fulfilment rates just as improved review and maintenance does. It can likewise be used to successfully assist students with upgrading the utilization of learning at the workplace.
Gaming has always been ‘fun’ for users, but here we approach gaming in a direction where it can be fun as well as the user can learn from it. Learners can have ‘fun’ as they progress through the game, take part in friendly competitions, and also a feeling of accomplishment, all along while experiencing ‘learning’ through time and mind invested in the gameplay. To achieve the expected training mandate, the training strategy must include motivation, engagement, challenges and rewards. By the implementation of gamification into academics, gamification would help to learn to enjoy their course, apply this technique in a real-life scenario to experience what all can offer to your workplace.
Every course outlet must include a narrative storytelling experience which should relate to the listeners, challenges to map the goals, levels to calculate one’s progress, instant feedback, scores/rewards/badges.
2. In Food Chains:
McDonald’s used a game-based e-learning system for the employees as a chance to learn in a safe and secure environment, to practice, and to learn from mistakes without panicking/ losing their cool in front of frustrated customers. Still being one of the most popular employee portal pages ever, so much so that in the first year, the game had 145,000 visits. Wal-Mart implemented Axonify’s gamified eLearning platform to reduce safety incidents and improve the procedures and performance of the shopping complex. More than 75,000 US Wal-Mart employees still spend a few minutes in receiving their daily safety culture content through weeks-long courses/PPTs.
3. In Mobile Applications:
Such as DuoLingo, a language learning platform and a game. The game offers varying levels based on the developmental skills of the learners. Also, learners can look at other learners’ progress. As it is in a game, even the gamification application has a time limit, and a task completed within the limit can help the learner earn points. Another learning-oriented game is Brainscape helps learners to create flashcards to meet their learning capabilities. Since learners usually forget almost all of what they study, Brainscape uses digital flashcards to help the learner ingrain the information in their mind due to visual communication.
4. In Business:
Cisco, a worldwide leader in IT and networking, wanted their employees to become better with web-based performance. Here, gamification allowed different levels of employees to part-take in challenging-activities for the team and earn certificates in three levels. Another, IT-based company, Deloitte gamified their approach and offered badges and certificates to persuade higher-level administration. Training engagement and completion both increased by over half.
A Hyderabad based Edtech start-up has started using gamification to accelerate learning for students. EduThrill, the start-up founded in 2017 utilizes gamification to deliver tests and assessment tools. It helps a student/learner to prepare for competitive exams, help corporate companies accelerate recruitment and training assessment, and also improve the quality of academia in institutes.
With the coronavirus pandemic in tow, everyone has realised the importance and need for digital assessment and learning solutions. Gamification has been a tool that has continuously helped to bring a change in digital learning.
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