Gamifying your eLearning program is a fantastic way to combine the knowledge your corporate trainee’s need in order to thrive within their environment, with the skills they learn daily in their free time. Platforms that operate using a game-like structure – from quizzes to progressive and individual character maps offer a common learning structure that engages development and fosters healthy competition between staff.
Of course, gamification of an eLearning platform is about just that. Skill development is the prerogative to promote bottom-line activity and reward task completion and repetition.
According to eLearning Industry, a well-constructed gamification of an eLearning platform should be founded on the following concepts:
• Captures (and retains) learners’ attention.
• Challenges them.
• Engages and entertains them.
• Teaches them.
Familiarity with the competitive and somewhat addictive set-up of a gamified platform, complete with iconography, leaderboards, winning streak badges and levels enhances the willingness to learn new skills and transmute them into the business world.
Examples of fantastic, and highly popular gamified eLearning platforms include the following:
- Duolingo – A much-loved language app endorsed by universities and popularised among self-directed learners alike. This website offers notification-prompted quizzes and other activities for linguistic lovers. It is often recommended as a study supplement for language courses. Duolingo can be accessed easily via the website from a laptop, or from the prospective learners’ phone, and uses an interface similar to many online platforms such as Facebook or Instagram – with graphic icons depicting a winning or losing streak, points and progressive levels.
Duolingo has been gamified to the point that it involves its own unique currency. It also highly rewards repetition by enabling push notifications to remind students to keep up with daily lessons – a flame icon symbolises these daily ‘streaks’.
The Duolingo points system is represented by hearts which symbolise how well the user is doing in each lesson. A loss of hearts indicates wrong answers, a complete loss of hearts means the student must re-take the lesson before progressing. Considering this method, reliable learners cannot become lost to concepts or language above their current learning level.
- Alleyoop: Alleyoop creates ‘math games’ – utilising the precedent of mathematics as puzzles and problems to be sorted out via logic. “This example of gamification is directed to teachers and students to develop personalized learning plans.” Website Game Learn explains.
- U.S Army – American Army: Using technology this RPG game, available on popular gaming store, Steam and using a high level of familiar gaming set-up seen in popular apocalyptic battle RPG’s such as Call of duty and Halo, has proven an integral recruitment force for those wanting to join the U.S army.
- Lifesum – Lifesum is a mobile-user app designed to help track fitness goals and eating habits in order to help users reach their goals. Like Duolingo the app uses graphic icons to depict meals, water intake, food and how healthy the users choices are. It also uses push notifications to set up daily reminders to log meals and exercise, eat snacks and drink water. Users can also input their weight and measurements, alongside daily macro’s to ensure they stay on track. Lifesum also fosters healthy competition by engaging in comparisons with peer users.
- Healthcare CPD – is an online website that uses gamification to help healthcare professionals of all types develop and maintain their professional skills. The website videos and interactive quizzes to maintain professional development points for those professionals looking to maintain their necessary coursework and develop new skills.
The benefits of eLearning include flexibility and mobility – great for adult education and self-education. Open education also allows lifelong skills development regardless of age or socio-economic backgrounds. eLearning and gamification could potentially be used to further skillsets of those who have undertaken tertiary education, or those who are looking to move into entirely new career paths. The fast-paced flexibility of gamification as a learning method fits in perfectly with the information age – creating a cohesive training and skill development language that reflects the present consumption and disposal of information.