E-Learning Gamification: Our Guide for 2024 |

Apr 1, 2024

Gamification is a riveting process that combines the joy of reward with the fun of games. If you've ever wanted to discover new methods to engage your learners, gamification offers reward to them and you. Eighty-seven percent of retailers across North America are using or planning to use gamification to reach clients. And the gamification industry is projected to be worth $62 billion by 2030.

By turning everyday activities to games you can build new connections that aid in the learning process and help to retain more information.


In this post, we'll cover:


 

  • What is gamification in e-learning?        
  • Theories and models for gamification        
  • Strategies for gaming your online course        
  • How to be successful with e-learning gamification        


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What exactly is e-learning gamification?


Gamification is the use of game-like components that include stories, levels, and achievements, within non-game settings. When it comes to e-learning this means making use of different elements of games in the virtual world. In essence gaming in e-learning is used in order to facilitate learning. The research shows that engaging learners through games and other activities aids them in learning retain information, learn more and take pleasure in the process of learning.


This is what we'll discuss in this below.


As there are lot of games to play There are tons of ways to use gamification to enhance your e-learning, which means that the sky is the limit! All it takes is some imagination, creativity and direct ties to your material.


Benefits of e-learning gamification


Here are some of the benefits to gaming in e-learning.


 

  •         Lessons are more motivated            


The study of 2020 concluded that gaming helped students be more engaged than traditional method of learning. One reason for this is that gamification will help students feel more ownership over the learning process, increasing their self-efficacy as well as motivation.


But group participation can also boost motivation-especially where learners are on a team. As an example, many students enjoy cooperative gaming, which is also known as "cooperative interaction." These could be games like shared quests, or challenges where learners work together to get an understanding of what winning can look like. They also work together with other learners to model the behavior.


Which is better for motivation-group learning or individual learning? Research suggests that it is dependent on the preferences of learners. So make sure you ask your students!


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  •         Learners participate more            


Gamification can increase the number of students who take part in your class. An analysis from 2017 showed that gaming improves student's behavioral, emotional, and cognitive involvement and can make learning more fun. Students were more responsive to discussions on the internet that featured badges, thumbs-ups and avatars or member profiles, as well as progress bars.


 

  •         Learners are taught more            


Engagement is great But what about the long-term retention? Do students actually remember anything that they have learned through gamification? Studies suggest that it improves retention as well!


Simply put the use of gamification within your class can help your students to learn more. A 2023 study found having things like immediate feedback, points earned, and learners being able to see their progress increased learning outcomes-leading to higher retention.


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Gamification of learning through gamification


Gamification of learning helps your learners by bringing the following pieces to your class:


 

  •         Learning through experience            


Experiential learning is the process of learning from the experience. Pretty simple right? If you provide learners with an possibility to actually experience what they're learning, like applying equations, or linking concepts to exercises that help them understand, you build a solid foundation for them to take away. The reason gamification is so effective in e-learning is because it gets learners directly involved with the material by engaging with it through activities.


For example, Google Expeditions is an online field trip service that lets teachers bring students to incredible virtual adventures. By using VR headsets VR headset, students can take a virtual tour of a museum and experience history or perform science experiments.


Google expiditions


 

  •         Inquiry based learning            


Gamifying your e-learning course creates opportunities for your learners to be curious. If learners can inquire more deeply and in depth around their courses and begin to engage in a journey of developing their knowledge.


Learners can discover themselves. A walk around a virtual museum might include an instruction like "find something that is meaningful to you and tell us why." This can be open-ended and learner-driven, and helps students discover the things they're most interested in.


Learner-centered learning is a possibility to be integrated in your course's design We'll discuss below.


 

  •         Self-efficacy            


Self-efficacy is the belief you have in your capabilities to do or achieve something. Gamifying e-learning builds self-efficacy by giving learners a chance to learn, try and improve. Actively. As you go through the course, the higher the self-confidence of your learners will build.


As an example, allowing students to customize their learning paths is a way of boosting self-efficacy. A lot of online learning platforms let students build their own journeys by selecting the classes which best suit their needs.


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  •         Clear and precisely stated objectives            


It's difficult to participate in an activity if you don't understand the rules. If you're gamifying your e-learning course there must be clear, regular rules that govern how students interact with the content, or, effectively, participate in the game as a result of their learning.


As an example, Prodigy is a math game that is suitable for young children. Kids can play an RPG and challenge other gamers with math problems and moving up levels and earn in-game currency. Everybody knows the rules and goals, which makes gameplay work.


prodigy


 

  •         Collaboration            


The power of teamwork makes the dreams happen. You can build cooperation into the gamified structure of your online education effortlessly. Making gamified e-learning cooperative also assists learners in improving the retention and learning of learners. We have already mentioned the type of games you choose to play, whether competitive or cooperative is the best choice will be determined by your learners.


In this case, for instance, Minecraft educational version includes a classroom game where students design and build virtual worlds together-and face competition in a group.


minecraft


While Minecraft is for kids the cooperative game can be used with adults as well. Imagine a company training course that's a virtual escape room designed for IT security professionals, or even just having a level-based and points-based system to help adults learn. They can be effective if they are implemented correctly. Collaboration improves the accountability and involvement.


 

  •         Constant feedback            


Gamified online learning is an active process that constantly allows learners to know what they're learning. With regular feedback, students will be able to adjust and adapt as they engage, leading to deeper and more involved learning.


Imagine the Duolingo Owl. It's a symbol of language learning, and it's the friendly character that gives you feedback regarding your progress whether it's encouraging you to continue or requesting you to make mistakes. Although the feedback isn't game-based in your online learning course, it needs to occur.


duolingo feedback


Gamification of learning through e-learning.


To get you thinking about how the e-learning experience gamification might look like at, let us look at some of the following examples:


 

  • Mavis Beacon: One of the first e-learning games, Mavis Beacon taught users to type when they raced along a race course.      
  • Duolingo: Duolingo has mastered the art of gamification in e-learning, turning learning into a pleasurable, virtual journey. From challenges to rewards to leaderboards, the Duolingo platform has become the standard for language gamification.    
  • MathBingo The app is a popular math-learning app that assists students in learning math.      
  • Nike Run Club: A group of runners together to record their progress, keep each other encouraged and accountable, and also share achievements. Gamifies the experience of learning to be a runner.    
  • Trailhead by Salesforce: Interactive e-learning games that show people how to utilize Salesforce.      
  • LinkedIn Learning Gamifies courses with completion badges and product tracking. You can also add the badges on your profile.      
  • : Design custom badges that you can include in course areas and recognize members' contributions or outstanding performance.      


nike run club


Gamified e-learning not


The word gamification can be applied to various aspects, but it's essential to set parameters around what gamified e-learning actually is. The true definition of gamification is based on objectives, clear rules for learners, and appropriate reward systems.


While games themselves are entertaining, simply adding a game component doesn't provide a gaming-based learning course via e-learning.


Here are the things that you must have in order for your learning to be TRULY gamified.


 

  • Gamification needs to be a part of the learning process that includes feedback on performance.        
  • Gamification should be linked to course goals.        
  • Gamified techniques must be linked to the material used in the class.        
  • Students need a form of incentive for their participating.        


Knowing these rules helps to concentrate on what's the actual gamification of e-learning. This helps you stay clear of distractions.


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Methods of gamification(? )


Even though games have been around for quite a long period of time, the concept of gamification as a practice is relatively new. The theory around gamification is still in the process of developing. But here are some helpful ideas to look at it based on 2011 research which provides a useful model to describe gaming. The model is composed of three components.


    1. Mechanical Engineering


The mechanics, in essence, are what learners 'do' as you gamify your online course. The rules are how learners participate in the game and what they earn. For example, if an app for fitness uses the leaderboard in a personal fitness program, it needs to clearly define what points can be earned, and how they are continuously applied.


    2. Dynamics


Dynamic behavior refers to the behaviors and behaviors that students exhibit during gamified course content. Dynamics are the things that alter in the e-learning environment. The rules of the game (mechanics) remain the same. But the actual dynamics and the learning experience of learners change constantly. For example, if the course is e-learning and has personalized experiences for learners, the rules are the same for every user. But no two users will get the exact same experience from playing the game. Each will have their own journeys. Or, if members collaborate in an online learning community that is collaborative, the individual inputs will alter with each new learning experience.


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    3. Aesthetics


The look and feel of content that is gamified matters! Paying attention to aesthetics helps create content that is valuable. By adding fun and lightness to your content and creating new methods students can connect to you and your course. The creators of the typing game Mavis Beacon integrated typing into an enthralling race car dashboard. The car accelerated as you wrote. It was more entertaining than just a typing test. Duolingo uses a cartoon owl as well as a variety of fun animations that make learning more engaging.


Dynamics, mechanics, and aesthetics are crucial in gamifying an learning course via e-learning. If you are using certain strategies for gaming, like leaderboards or 'leveling up', take these factors into consideration. No matter your specific technique.


8 methods for e-learning gamification


1. Make use of an interactive leaderboard


Leaderboards function as an essential element of gamification: tracking the progress of your students. Through sharing this data to your students, you help them understand in real time how they are doing.


A study in 2021 found that different types of leaderboards keeps learners active and engaged. There are two kinds of leaderboards that gamify:


 

  • Macro leaderboards linked to the general web as well as overall development.        
  • Micro-leaderboards Show your performance in specific areas or sub-groups within your course.        


When using leaderboards, give your students guidance about what they should do and how they will be evaluated. The cool thing about leaderboards is that they allow you to create micro-leaderboards to facilitate non-learning tasks. In this way it gives learners a variety of ways to show progress and build their motivation to take part in specific courses.


If you want to get some ideas for how to make use of leaderboards, take a to Salesforce's Trailhead Leaderboard. It showcases Trailblazers who are killing it with Salesforce's leaderboard program.


Graphics - Salesforce


2. Create contests


Contests are opportunities for healthy competition and cooperation. Students can collaborate or work on their own in order to accomplish the contest's goals. Contests incentivize learners to engage with your material in an effort to win an important prize.


The idea is to incorporate the cooperation of your members into a competition, encouraging members to assist others in order to win. For instance, set up the system of kudos where participants are able to indicate which one has helped to achieve your goals.


For example, the platform HackerRank is dedicated to teaching the developers to develop new skills in coding. HackerRank organizes competitions, and competitions, such as those of the DTCC Code-A-Thon, which pits developers across the globe against one another to work on coding questions and win cash prizes.


3. Create a reward system


Rewards systems are common in gaming. Rewards increase engagement through providing a positive reaction to the learner's behavior. Rewards help learners feel like they've completed the assignment or task.


For instance, if you have supplemental material for learners to explore and learn about, you can set up rewards based on your students' engagement with the materials.


4. Set up an points system


Points systems are another method for students to monitor their improvement. The information they receive is clear and lets them know exactly what they're getting done. As a result, it encourages learners to keep and increase their engagement with your content.


Like, Duolingo offers different points and gems for regular use, daily log-ons, or "streaks".


5. Help your learners 'level up'


A system of levels in your gamification helps students show what they have learned. Mastery and proficiency are the name of the game. A learner's proficiency is the ability to prove they comprehend a concept. The ability of a student to demonstrate a deeper understanding of the subject.


Imagine it as knowing 2+2=4 (proficiency) and recognizing that two apples with two oranges constitute four fruits (mastery). The process of advancing can be described as a student who shows increased understanding of concepts, leading to the application of those concepts across different contexts.


6. Make a system of badges


badges let students showcase their talents to others. When learners accomplish significant tasks such as creating discussions posts or engaging in discussions and earn badges, it is more than just a way to acknowledge their accomplishments. They also serve as a reminder of the progress made by students, incorporating the necessary feedback in order for gaming to succeed.


Creating badges is one of the most essential rewards systems to encourage online learning. As an example, with Mighty Network you can create individual badges that you can then award them to members based on accomplishments.





7. Let your learners design games!


Making learning accessible to the minds of your students can be a successful approach for any course. By giving your learners the reins to develop games to assist in your education, you boost their autonomy and motivation within your course. Learning students who are developing their own gamified learning allows them to set up rules that are specific to their environment. They then can create useful ways of participating that are relevant to the things that are meaningful to their own personal needs.


You can take this approach a step further by having learners test their methods against one another. The students can discover the best way to incorporate learning objectives in their games. Additionally, they can benefit from the experiences of their fellow players and their gamification techniques. Not only do you improve their connections to the information by turning them into teachers. They also learn by making the content the form of a game.


Platforms like Roblox and Minecraft don't have the capacity to be a platform for learning online however they are excellent models of providing design learners. They can build environments and build the challenges within the worlds. Even if you're not developing something as intricate as Roblox look for ways to empower your learners.


8. Combine gamification strategies


It is not necessary to use one approach to make your online course more gamified. Discover which strategies work for you, for your students, and most importantly your learners. Combining techniques, or employing different strategies through your course helps keep the course interesting for your learners. If you design consistent and distinct gamification methods will be better at keeping your students interested.


Your points system might help to inform your leaderboard, or you make use of rewards as part of 'leveling up' your students. It is possible to combine methods that help your learners to increase their motivation. You also give them multiple forms of feedback that encourage participation in your course.


Tips for making gaming in e-learning effective


To make your e-learning gaming an enjoyable and beneficial process, consider these tips:


- Make sure learners are aware of the software


Research indicates that one of the key steps in designing e-learning gamification is to make sure learners know how to utilize your course software and play your games. If they don't understand, this is all for nothing. Avoid the temptation to over-gamify and learn how to build effective, easily understood games for anyone to play.


Make sure to check in with your students to ensure they know what systems or software that you are using. When you do this, it helps learners become familiar with the equipment they'll require. Additionally, you build relationships with your learners that fosters confidence, and encourages them for them to take part in engaging in gamified e-learning.


- Meet your students


Gamification can be effective when it is designed to meet the needs of your students. It can be challenging to personalize each activity though it is also worthwhile. In particular, you need to determine what drives your students. Task-oriented learners may do well with gamification more quickly than those who are focused on performance.


Use tools like surveys to gain insight into the habits of the students you teach. Surveys provide a quick method of determining what students are most interested in and disinterested about, as well as their motivations. This information can be used in determining how to game your class.


Variate your method


Using diverse methods in gamified e-learning helps engage more people. Learners can be guided by to understand their motivations as well as help them discover different ways of connecting to the material.


Try not to employ multiple strategies. Perhaps 2-3 different strategies will be sufficient. Many strategies can be detrimental to your students, or burden learners with a lot to learn to. But mixing a few different methods that you are able to use will be beneficial in keeping your class current and your students engaged.


- Encourage your students


Gaming can be an exciting learning experience for your learners. Depending on how much adjustment is required, studies show that encouragement is beneficial. The emotional support of students can increase their enthusiasm. This affects their interaction not only in the way you game the course as well as their interactions with their fellow learners in their group.


- Encourage yourself!


As you use gamification in your class, offer yourself some encouragement. Gamifying learning content is relatively modern. Though gamification may have been used for years but research on it is barely more than a decade older. The game is a brand new strategy for learning in an entirely new learning environment. While you experiment with these strategies concentrate on your achievements and learn from challenges. By doing this it increases your self-efficacy just as gamifying e-learning enhances your students' self-efficacy.


Conclusion


The gamification of learning in the digital age provides a variety of ways to enhance what students discover. Incorporating game elements into your class can provide students with the opportunity to engage in a more immersive experience and improves their performance.


Tying gamification to your objectives and involving the students in collaborative interactions is not just helping your students find success; you'll reap the benefits that your students will grow through enjoyable learning experiences.


Explore these methods on a Mighty Network to enhance your course and create awesome e-learning experience!