6 Killer Examples Of Gamification In eLearning - EI Design PowerPoint PPT Presentation

presentation player overlay
About This Presentation
Transcript and Presenter's Notes

Title: 6 Killer Examples Of Gamification In eLearning - EI Design


1
6 Killer Examples Of Gamification In eLearning
  • Part of Gamification Series
  • Presented by
  • www.eidesign.net
  • Author-Asha Pandey
  • Chief Learning Strategist, EI Design
  • apandey_at_eidesign.net

2
About EI Design (www.eidesign.net)
3
Our portfolio and the range of our services
Core servicesĀ 
  • Core servicesĀ Our rich portfolio includes
  • Custom Course development eLearning / mLearning
  • Migration of legacy courses to HTML 5
  • Localisation
  • ILT / VILT and Blended Learning
  • Performance Support Tools
  • Off-the-shelf Products
  • Suite on Instructional Design
  • Suite on generic Compliance
  • Value added Services Comprehensive evaluation
    strategy (cuts across various training formats)
  • Efficacy of learning (the learnability and gain
    for learners)
  • Impact of training (the gain for business)
  • Return of Investment (ROI) on training
  • Beyond Learning We also offer several Learning
    Support services that can be used to promote
    eLearning adoption or specific mandates like
    change management.

4
6 Killer Examples Of Gamification In eLearning
  • Gamification in eLearning is fast emerging as an
    effective technique to engage learners. It has
    found its place under the sun for serious
    learning (that is, meeting specified learning
    outcomes).

In this article, I will share 6 examples that
outline how we have created immersive learning
experiences using gamification for varied
training needs like induction and onboarding,
professional skills enhancement, compliance, soft
skills enhancement, and behavioral change
programs.
5
Using Gamification In eLearning
  • Lets first understand what gamification is and
    how it is different from playing games.

According to Wikipedia, "Gamification techniques
strive to leverage people's natural desires for
socializing, learning, mastery, competition,
achievement, status, self-expression, altruism,
or closure. Gamification is about more than just
playing games (in fact, sometimes it does not
involve playing games at all). It can be defined
as the concept of applying game-design thinking
to non-game applications. In the context of
Gamification for serious learning, a game based
concept is applied to content to meet the
specific learning outcomes.
6
What Are The Benefits Of Gamification In
eLearning?
  • 6 Benefits of Gamification in eLearning

1. Better learning experience
The learner can experience fun during the game
and still learn if the level of engagement is
high. A good gamification strategy with high
levels of engagement will lead to an increase in
recall and retention.
2. Better learning environment
Gamification in eLearning provides an effective,
informal learning environment, and helps learners
practice real life situations and challenges in a
safe environment. This leads to a more engaged
learning experience that facilitates better
knowledge retention.
3. Instant feedback
It provides instant feedback so that learners
know what they know or what they should know.
This too facilitates better learner engagement
and thereby better recall and retention.
7
What Are The Benefits Of Gamification In
eLearning?
  • 6 Benefits of Gamification in eLearning
    (Continued)

4. Prompting behavioral change
Points, badges, and leaderboards would surely
make training awesome. However, gamification is
about a lot more than just those surface level
benefits. Gamification can drive strong
behavioral change especially when combined with
the scientific principles of repeated retrieval
and spaced repetition.
5. Can be applied for most learning needs
Gamification can be used to fulfill most learning
needs including induction and onboarding, product
sales, customer support, soft skills, awareness
creation, and compliance.
6. Impact on bottom line
On account of all these aspects that touch and
impact learners (better learning experience,
higher recall and retention, catalyzing
behavioral change, and so on), it can create a
significant performance gain for organizations.
8
Does Gamification Really Help Learners Recall Or
Retain Information Better?
  • The answer is an emphatic yes.

This is summarized very effectively in the
following statement (as per Wikipedia)
Gamification techniques strive to leverage
peoples natural desires for socializing,
learning, mastery, competition, achievement,
status, self-expression, altruism, or closure.
Gamification strategies include use of rewards
for players who accomplish desired tasks or
competition to engage players. Types of rewards
include points, achievement badges or levels, the
filling of a progress bar, or providing the user
with virtual currency.
Making the rewards for accomplishing tasks
visible to other players or providing
leaderboards are further ways of encouraging
players to compete.
9
How Can You Ensure Success Of Gamification In
eLearning?
  • Success of gamification in eLearning is driven by
    the power of the concept that it is based on. An
    effective gamification concept is one that
  • Captures (and retains) learners attention.
  • Challenges them.
  • Engages and entertains them.
  • Teaches them.

10
Gamification In eLearning 6 Killer Examples
  • While gamification has been applied in several
    domains, our focus has been on its application in
    serious learning. The games that we design are
    therefore geared to meet definite learning
    outcomes.
  • Our gamification strategies broadly map to
  • Complete gamification, wherein
  • Tasks or concepts that are overlaid on the
    learning content but are not related to the
    content.
  • Contextual tasks or concepts that are overlaid on
    the learning content.
  • Partial gamification (notably in inline checks
    and end of course assessments)

11
Gamification In eLearning 6 Killer Examples
  • While gamification has been applied in several
    domains, our focus has been on its application in
    serious learning. The games that we design are
    therefore geared to meet definite learning
    outcomes.
  • Our gamification strategies broadly map to
  • In this, we will share 6 examples that will
    illustrate how gamification (full or partial) can
    be applied to your key training needs in
  • Induction programs.
  • Professional skills enhancement.
  • Compliance.
  • Soft skills enhancement.
  • Behavioral change.
  • Gamify assessments for traditional eLearning
    courses (partial gamification).

12
Examples 1 to 4 Complete Gamification
  • Example 1 Induction Program
  • The gamification concept We chose the 100 days
    induction cum onboarding plan to map to a theme
    of a mission that needed learners to clear
    various levels within the stipulated time. It
    also had leaderboards to enable them to assess
    how they are faring against the other team
    members.

13
Examples 1 to 4 Complete Gamification
  • Example 2 Professional Skills Enhancement
    (account management fundamentals for project
    managers and account managers).
  • The gamification concept An avatar based
    gamification approach. The highlights of this
    approach were
  • Creation of different learner paths.
  • Alignment of the learning and gamification path
    to the proficiency of learners.
  • Presentation of a mix of questions in each path
    (mapping to real-life challenges commensurate
    with the proficiency level of the learners).
  • Non availability of learning aids of theory
    (lifeline) for higher proficiency learners to
    make the challenge tougher. (The complexity and
    the nature of the challenges posed to the
    learners tested their cognitive proficiency to
    tackle the situation at hand, thereby resulting
    in immersive learning.)

14
Examples 1 to 4 Complete Gamification
  • Example 3 Compliance.
  • The gamification concept We created a simulation
    based, task oriented gamification course, which
    was interactive and engrossing.
  • The game scenario was mapped to the context of
    risk management and the incremental learning was
    provided at each stage of the game as the
    learners took the challenges and overcame them.
  • To achieve this, we incorporated a real work
    environment (visually), an element of challenge
    (bonuses and bombs), rewards for success (caps,
    badges), and learning through activities
    including elements of surprise and delight.
  • We provided the learners the choice to seek
    support while performing the assigned task like
    in a real life scenario mapping to actual human
    behavior in such situations. This ensured a true
    simulated environment to encourage application of
    knowledge through performance.

15
Examples 1 to 4 Complete Gamification
  • Example 4 Rewards And Recognition.
  • The gamification concept This too uses an avatar
    based approach. The learners go through a series
    of gamified activities that map to the required
    qualities of a given reward category. The
    activities simulate and reinforce the qualities
    the individuals have to maintain to win. The
    scores lead them to gaining the reward. This
    approach also features leaderboards.

16
Examples 5 6 Partial Gamification Features
Gamified Activities Or Gamified Assessments
  • Here are a couple of examples that show how
    partial gamification techniques can be applied to
    a traditional eLearning course. This simple value
    addition can make a standard eLearning course
    more fun and engaging.
  • Of the two examples of partial gamification
    techniques featured here, the first one shows a
    gamified activity while the second one shows a
    gamified assessment.

Example 5 Soft skills / time management - A
gamified activity on time wasters.
17
Examples 5 6 Partial Gamification Features
Gamified Activities Or Gamified Assessments
  • Here are a couple of examples that show how
    partial gamification techniques can be applied to
    a traditional eLearning course. This simple value
    addition can make a standard eLearning course
    more fun and engaging.
  • Of the two examples of partial gamification
    techniques featured here, the first one shows a
    gamified activity while the second one shows a
    gamified assessment.

Example 6 A gamified assessment. This can be
used to enhance learner engagement in any
traditional eLearning course.
18
Conclusion
  • The power of gamification in eLearning that is
    aligned to learning outcomes is clearly evident
    in these 6 examples. I hope this article was
    useful in helping you understand how you can use
    gamification in eLearning for almost all of your
    training needs.
  • At EI Design, we have a very mature gamification
    practice and we can help you in transforming your
    traditional eLearning approaches to more
    immersive gamified approaches.

19
EI Design Pvt Ltd Corporate Office and
Development Centre 160, Arun Arch, 9th Cross,
Indiranagar 1st Stage Bangalore - 560 038,
India. www.eidesign.net
Asha Pandey, CMD and Chief Learning
Strategist Tel (Direct) 91-80-25202679Board
91-80-25202677 / 25202678 Mobile
91-98450-61484Email apandey_at_eidesign.net
Write a Comment
User Comments (0)
About PowerShow.com