Gamification for engaging eLearning content
Gamification of eLearning is the introduction of game elements and techniques, such as leaderboards, points, badges and achievements, to eLearning courses to make them much more entertaining and fun. Most people are fond of games and this is an ideal medium through which learning goals can be delivered. Gamification techniques in eLearning can be utilized for fulfilling most learning needs, including customer support, onboarding, soft skills, creating awareness and product support. We use several gamification techniques to create this kind of eLearning content.
This alludes to create a story within the game. It needs a plot, a protagonist and an antagonist. We create compelling scenarios using these elements to engage learners.
Every game needs rules which players need to adhere to and get information on what is permissible and what isn’t.
Players should feel in control as they play and learn. One way is having navigation they can control or allowing them to choose an avatar or character that is part of their course persona.
Stumbling onto an unexpected bit of information or getting bonus points is part of what discovery is all about. Of course, the users need to be told with clear instructions what they should expect and how to get it.
Interactivity is an essential part of gamification. We create learning-oriented interactions that guide learners to think and make smart decisions. For example, we may incorporate a scenario in the game where a user may need to drag an arrow from a quiver and point it to the right answer among a list of possible choices.
Learning depends on receiving the right feedback – which also lets the person know if they are heading in the right direction. Feedback is not always verbal – it can be in the form of visual cues. Checks, badges and progress bars can also be used as visual reinforcements.
People do not like losses of any kind and will avoid this at any cost. A points system can be instituted and players can be told that points would be taken away for wrong answers – this serves to make them work harder.
Continuous play is the feature by which a player can begin a new game or continue playing even if he ‘loses’ a game. For example, user can be allowed to retake a quiz if they have done badly the first time around.
Acquiring different levels in a game adds to the standing of a player. The same principle can be used in eLearning gamification. By assigning level based titles or by breaking modules into different levels accessible after a specific goal is reached, the users feel a sense of accomplishment as they progress.
Competition and Rewards:
Incorporation of scoreboards, points and rewards for individual learners can foster the spirit of competition and make for a better learning experience.
Time constraints can be used to create excitement and a sense of urgency. Devices, like a countdown or timer, can be used to signal allotted time for quizzes.
That – in a nutshell, is how we make gamified eLearning an enjoyable exercise. If you like the approach, don’t hesitate to get in touch!