While you are convinced about adopting Gamification to create high impact learning experiences, you may have questions on where would it find the right fit. In this article, you can learn how you can see how you can use it for potentially most of your training needs. The 5 examples featured here include usage of Gamification for induction and onboarding, compliance and professional skills, soft skills and well as behavioural change programs.
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About EI Design
EI Design brings in 14 years of expertise servicing customers across 16 countries catering to their varied eLearning needs. We have delivered more than 6500 hours of eLearning development content (of which over 750 hours is for mobile learning). We also have a strong expertise in localising content in 26 global languages. Please visit - www.eidesign.net to know more.
2. http://www.eidesign.net
About EI Design (www.eidesign.net)
2
Years of Learning Solutions
Expertise
14
6500 Hours of eLearning
Developed
390
Hours of Localisation
In 26 Languages Developed
82.3%
Customer
Retention Rate
20+ Industry Verticals
Serviced
Countries – The Breadth of Our
Customer Base
16
750
Hours of Mobile Learning
Developed
3. http://www.eidesign.net
Our portfolio and the range of our services
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Core services:
Core services: Our rich portfolio includes:
1. Custom Course development eLearning /
mLearning
2. Migration of legacy courses to HTML 5
3. Localisation
4. ILT / VILT and Blended Learning
5. Performance Support Tools
Off-the-shelf Products:
1. Suite on Instructional Design
2. Suite on generic Compliance
Value added Services : Comprehensive evaluation
strategy (cuts across various training formats)
1. Efficacy of learning (the learnability and gain
for learners)
2. Impact of training (the gain for business)
3. 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.
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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).
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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.
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Using Gamification In eLearning
Let’s first understand what gamification is and how it is different from playing games.
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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.
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What Are The Benefits Of Gamification In eLearning?
6 Benefits of Gamification in eLearning
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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
3. Instant feedback
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.
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.
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What Are The Benefits Of Gamification In eLearning?
6 Benefits of Gamification in eLearning (Continued…)
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4. Prompting behavioral change
5. Can be applied for most learning needs
6. Impact on bottom line
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.
Gamification can be used to fulfill most learning needs including induction and onboarding, product sales, customer
support, soft skills, awareness creation, and compliance.
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.
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Does Gamification Really Help Learners Recall Or Retain Information Better?
The answer is an emphatic
“yes.”
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This is summarized very effectively in the following statement (as per Wikipedia):
Gamification techniques strive to
leverage people’s 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.
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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.
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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.
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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)
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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.
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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).
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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.
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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.)
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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.
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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.
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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.
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Example 5: Soft skills / time management -
A gamified activity on time wasters.
17. http://www.eidesign.net
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.
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Example 6: A gamified assessment.
This can be used to enhance learner engagement
in any traditional eLearning course.
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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.
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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): +91-80-25202679
Board: +91-80-25202677 / 25202678
Mobile: +91-98450-61484
Email: apandey@eidesign.net