What is Gamification?

Gamification is the process of using game-like mechanics to engage learners by 14% or more. Gamification can be a simple as unlockable badges and leaderboards, or can be extended to full game-like experiences to be played on a computer, handheld device or in VR. 

With gamification you can make any subject fun, increasing engagement with your elearning by 14% on average, which helps to improve the value your learning provides. 

Common implementations of Gamification

  • Simple gamification mechanics include
    • Badges that can be unlocked upon achieving large milestones, such as the completion of a course.
    • Points that can be awarded to encourage positive actions, such as reaching a high score on a assessment or interacting with the community.
    • Users achieve levels based on the accumulation of points, encouraging users to hit more milestones to “level up”.
    • Leaderboards for competitive gamification.
    • Login streaks to encourage frequent engagement and to build healthy habits with your learning.
    • Ability to “cash in” points for rewards such as physical or digital products.
    • Interactive learning activities such as quizzes or card sorting
  • Some more involved gamification examples include
    • Virtual reality games for scenario-based learning.
    • Games for desktop and mobile devices, such as Minecraft: Education Edition, which teaches history, maths, science and other subjects inside of a fun and familiar Minecraft experience.

Benefits of Gamification

  • Boosts motivation and encourages higher-rate of course completions
  • Improve engagement by 14% on average
  • Encourages sharing of badges / achievements on social networks which can be a new marketing channel
  • Competitive elements of gamification can further increase engagement of an entire group of learners
  • Helps to increase retention of users who don’t want to lose their progress
  • Attract new customers who enjoy gamification

Gamification considerations

  • Gamification isn’t just for kids. Peloton, Duolingo and the military forces use gamification to keep their grown-up learners engaged.
  • The most common gamification elements employees encounter are badges (71%), an app or software that scores their performance (59%), virtual or physical rewards (56%), and leaderboards (51%)