Gamification is a great way to engage and motivate learners, and to fast track the achievement of your goals. In this article, we discuss three good and three poor examples of gamification, along with the reasons for each.
You can narrow down someone’s age by whether they include spaces in their file names. If they do, they’re under 40. That is a sweeping declaration, and quite possibly true. Here’s another one… Gamers are a sub-culture dominated by young men.
Fun is sometimes a unpleasant element in a vision of work. There are reasons, however, to have doubts about strict division between work and play. Namely, there are benefits of a correct employment of fun into work culture.
Is interest in games and gamification just another fashionable hot topic for the learning Twitterati? Or is there a real trend that is going to significantly impact on the industry?
Aesthetics are a huge part of the game play experience. If the game doesn’t LOOK appealing, then players won’t want to play even if the game has a great game goal and rules. Conversely, a game that may be “just okay” from a game play perspective can be elevated by strong aesthetics.
Gamified learning is one of the major revolutions happening around us that demands a shift in the mere thinking of ‘learning’. It requires us to unlearn and relearn some of the traditional notions related to learning styles and preferences, and the dimensions and the elements of learning design. In this article, we will take a quick look at the top 10 essential competencies required for a learning designer to design effective gamified learning interventions.
Organizations of all sizes are turning to game-based learning, serious games, and gamification to solve a range of learning and development challenges. For some, the challenge is one of engagement; learners are tired of traditional eLearning and programs are seeing diminishing returns. For others, it’s about retention; learners do not remember what they learned after completing training, therefore wasting its value.
Using a serious game or gamification platform in corporate learning, can be a great option, but it’s not the the right solution for every situation. We often ask our customers and clients some simple questions to determine if a game fits their needs:
The book will be helpful to you if you manage a learning function that wants to implement a game-based solution and you want to sell stakeholders on the idea of using a game or gamification.