Instructional Designers and professionals in adult learning have been asking the question “How do I engage my audience?” now that the next button is becoming a participants worst nightmare. Convincing adults to actively listen to e-learning material is more important than ever before. That’s where gamification comes in, the concept of applying "video game" mechanics, or game design elements to a learners journey.
Gamification takes principles like splitting up a course into levels and providing rewards in the form of points, badges or achievements and applies them to… anything.
Know how you love filling up your coffee card with a stamp each morning? Boom, that's gamification at it's finest. A more obvious version of gamification is mobile applications that focus on gamifying the experience to keep you engaged, an example of this done really well is Duolingo the language learning application. It utilises a great deal of the examples mentioned above to give you the feeling of progression.
But how do we know that it’s worth the effort to change your style of e-learning design? Well, the principle of video games are set up to work in your favour. Gamification techniques are intended to take advantage of people’s natural desire to learn, socialize, master a skill, participate in competition, self-express and achieve status.
However, any successful learning strategy depends on how well it is implemented. An engaging e-learning module that has no gamified elements will often out perform a gamified one that doesn’t engage or takes the elements too far, in the realm of being a hindrance. You may have experienced this in your teams, the person who wants to "Gamify" everything; without thought to the learner. This is one of the pitfalls of gamification, just such the learning foundations and business models, gamification should be done correctly, and with a thought process.
Be wary of introducing every element, all at once or having a different measure of success and strategies for each individual e-learn. Learn from the most popular of games, live-service, that have consistent small activities that add up to over-arching story. This could look like introducing levels and small narrative to each e-learning module, something simple to start your journey into gamification.
When looking at your next e-learn and considering gamification, remember that while Australians respond well to this kind of learning you should:
And remember that no learning method is one-size-fits-all. You should consider if your corporate culture will respond well to gamified elements, and ease them into it - just like that coffee card.