October 9, 2013
Posted by
Adam Noll
Whether or not you are familiar with the word “gamification”, chances are you have probably encountered the concept before, if not on a regular basis. Workout apps, motivational apps, social media sites, and of course in an eLearning setting. In a nutshell, gamification refers the to use of gameplay elements or mechanics in a non-game environment.
an introduction to gamification and elearning in online training programsWhat does this mean exactly? For starters, it means using traditional video game concepts, such as high scores, achievement challenges, and objectives, and applies them to other applications to provide an incentive. In video games, accumulating points to achieve a high score or advance a level serves as a motivating force to continue playing the game. Video game designers have long known just how much people enjoy feeling a sense of accomplishment. Gamers will go to great lengths to complete challenges and improve their scores.
While they are great for incentivizing and motivating individuals, high scores and challenges aren’t the only gameplay elements which can be applied elsewhere. A well designed video game has structure and clearly defined goals. These help guide the player in the right general direction as he or she progresses through the game. These goals can be in the form of “quests” or “missions” a player must complete, or simple helpful hints or instructions to help a player when her or she gets stuck. This combination of structure and guidance provides an even flow to the progression of a game.
So how do these concepts benefit an eLearning or academic environment? It may seem to many that video games are little more than a mindless distraction, however if you strip away the graphics, plot, and all the other distractions, you will find a powerful motivational structure underneath. This structure has been applied to great effect in educational settings.
One of the biggest challenges educators face is the trying to keep their students focused and motivated on the subject. Even the most diligent student will find themselves lacking in motivation every now and then. This problem is perhaps even more prevalent in an eLearning environment, which sometimes lacks the noticable structure of a physical classroom. This is where gamification provides a twofold benefit.
First, the clear and structured environments lay out which objectives and tasks need to be completed. Students will know exactly what is expected of them and whether or not they are on the right path. These objectives and tasks can be anything from quizzes and tests to a simple layout of a course’s various topics. While this may seem like a simple and obvious component of any course, it can also be used as a small motivational tool in itself. For instance, future lessons or courses can be shown but not available to be accessed until they are “unlocked” by completing the preceding objectives.
Secondly, powerful motivational tools keep them engaged and interested in the material. Students can earn badges for completing lessons or exercises in the same way gamers earn achievements for completing missions or levels. These incentive tools can also be used to tap into a student’s competitive nature. For instance, providing statistics on test scores, training submissions, or other eLearning exercises can be used to challenge the student to do better on the next assignment. Not only does this improve a student’s motivation and scores, but also helps students to avoid simply going through the motions and memorizing rather than actually learning and comprehending the material.