E-Learning Gamification: Our Guide for 2024 |

Apr 1, 2024

Gamification is a riveting method that mixes the excitement of reward with the fun of playing. If you've always wanted to find new ways to motivate your students Gamification can be a rewarding experience to them and yourself. Eighty-seven percent of retailers across North America are using or intend to employ gamification in order to engage customers. Gamification is projected to be worth $62 billion in 2030.

In transforming everyday tasks into games, you create new connections that support higher retention and learning.


In this post will cover:


 

  • What e-learning gamification is        
  • Models and theories of gamification        
  • Strategies for gaming your online course        
  • What can you do to succeed by gamification of e-learning        


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What exactly is e-learning gamification?


Gamification uses game-like features that include narratives, levels, and even achievements within non-game settings. In the context of e-learning, this is making use of different elements of gaming within an environment that is virtual; in essence gaming in e-learning is used to aid learning. Studies show that engaging your learners with games and activities can help them to learn more, retain more, and learn more.


This is what we'll discuss in this below.


Just as there are a lot of games to play and a myriad of different ways you can use gamification to enhance your e-learning, which means that the ceiling is endless! You just need imagination, creativity and direct connections to your content.


Benefits of e-learning gamification


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


 

  •         Lessons are more engaged            


A 2020 study discovered that students who played gamification be more engaged than traditional method of learning. One reason for this is that gamification helps learners take more ownership over their learning, thereby increasing self-efficacy and drive.


But group participation can also boost motivation-especially where learners are on a team. Many learners enjoy cooperative gaming, which is also known as "cooperative interactions." These could be activities like shared quests or collaborative challenges that let participants work together in order to get an idea of what success can look like. They also work together with others to demonstrate the behavior.


Which is better for motivation-group learning or personal learning? Well, research shows the choice is based on individual preferences of learners. Therefore, make sure to ask the students!


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  •         Learners participate more            


Gamification can increase the number of students who take part in your class. A 2017 study showed that gaming improves student's behavioral as well as cognitive engagement, and also makes the learning process more engaging. Students were more responsive to online discussions that had badges, thumbs-ups or avatars, profiles for members and progress bars.


 

  •         Learners learn more            


It's great to engage however, what is the retention rate? What do students remember in gamified online learning? Research suggests that-yes-it boosts retention, too!


In simple terms, gamification in your course will help students gain more knowledge. The study of 2023 found that the use of immediate feedback, points earned, and learners seeing their progress in learning, leading to higher retention.


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Gamification of learning through gamification


E-learning gamification helps your students through the addition of the following elements to your course:


 

  •         Experiential learning            


Learning through experience is learning by experience. It's not difficult, is it? When you give learners an possibility to actually experience the concepts they're studying, such as doing equations in the classroom or connecting the concepts with activities that help them understand, you build a strong foundation that they can learn from. Gamifying e-learning is experiential because it makes learners more involved with the material by engaging in exercises related to it.


As an example Google Expeditions is an online field trip service which lets educators take students to amazing virtual experiences. With a VR headset, pupils can experience a museum in virtual reality, witness history, and even conduct experiments in science.


Google expiditions


 

  •         Learning based on inquiry            


A course that is gamified provides opportunities for your learners to be curious. If learners can ask more and deeper questions about their course, they begin a method of understanding more.


Learning through inquiry lets students lead their own discovery. For example, a walk around a virtual museum might include an instruction like "find something that is meaningful to you, and then tell us the reason." This is an open-ended, learner-driven approach that allows students to discover what they are interested in.


Inquiry-based learning can be incorporated in the curriculum -which we'll explore below.


 

  •         Self-efficacy            


Self-efficacy is the belief you have in your capabilities to do or accomplish things. Gamifying e-learning builds self-efficacy by giving learners a chance to learn, try and develop. Actively. The more you continue the process, the more confidence in your students will build.


As an example, allowing students to design their own learning pathways is a way of boosting self-efficacy. Many online learning platforms let students build their own journeys and select the course that best fit them.


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  •         Specific and clearly stated objectives            


It's hard to play a game if you don't understand the rules. When you are gamifying your e-learning course there must be clear, uniform rules to guide learners as they engage the material or effectively participate in the game as a result of the learning.


As an example, Prodigy is a math game designed for children. Kids can play an RPG and challenge other gamers with math problems and climbing up the levels while earning in-game currency. Everyone knows the rules and objectives, which makes gameplay work.


prodigy


 

  •         Cooperation            


Collaboration is the key to making dreams work. You can build cooperation in your gamified online learning structure easily. The creation of a cooperative gamified in e-learning assists learners in improving their learning and retention. Like we mentioned earlier, whether cooperative or competitive games are best will depend on your learners.


For instance, the Minecraft Education version features the classroom game in which students build and explore virtual worlds together.


minecraft


Although Minecraft is a game for children, cooperative games can work also for adults. Imagine a training program for corporate employees that's a virtual escape room to IT security professionals or even an e-learning system that is based on points and levels for adult learning. These can work if done right, and collaboration boosts accountability and interactivity.


 

  •         Continuous feedback            


Gamified e-learning includes an ongoing process that lets learners know how they're doing. Through regular feedback, learners will be able to adjust and adapt as they engage, leading to more engrossing and engaging learning.


Imagine your Duolingo Owl. It's synonymous with studying languages and the ogre character who gives you feedback on your learning-whether it's encouraging you to continue or asking you to repeat errors. Although the feedback isn't in the form of gamification within your e-learning course, it should be a part of the learning process.


duolingo feedback


A few examples of gaming in e-learning


In order to stimulate your thinking about how the e-learning experience gamification can look in the future, here are a few examples:


 

  • Mavis Beacon: One of the earliest games for e-learning, Mavis Beacon taught users to type as they raced along a race course.      
  • Duolingo: Duolingo has mastered e-learning gamification, turning language learning into an enjoyable online experience. From challenge to rewards to leaderboards, the Duolingo platform has become the benchmark for gamification of language.    
  • MathBingo The app is an extremely popular app for math that aids students to master math.      
  • Nike Run Club: A group of runners together to track stats to keep one another motivated and accountable, and also share the progress. Gamifies the experience of learning to become a runner.    
  • Trailhead developed by Salesforce: An interactive e-learning game to show people how to utilize Salesforce.      
  • LinkedIn Learning: The LinkedIn Learning platform gamifies the courses by awarding completion badges as well as tracking of products, as well as adding the badges on your profile.      
  • : Create custom badges to add to course spaces and award members for contributions or outstanding performance.      


nike run club


Gamified e-learning not


The word gamification can be applied to a lot of aspects, but it's essential to set parameters around the definition of gamified e-learning. The true definition of gamification is based on specific goals, clear mechanisms for learners, and appropriate reward systems.


Although games are fun, the addition of a game element doesn't provide a gaming-based learning course via e-learning.


These are the essentials that you must have in order for your learning to truly be gamified.


 

  • Gamification needs to include learners getting performance feedback.        
  • Gamification has to be tied to course goals.        
  • Gamified methods must connect to the material used in the class.        
  • Learners need some sort of reward for participating.        


Understanding these parameters helps you to concentrate on what's actually e-learning gamification. And it helps you avoid distractions.


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Gamification strategies(? )


While games have been around for a very long time, gamification as a practice is somewhat brand new. The theory around gamification is just developing. However, here are a few methods to consider the issue based on research conducted in 2011 which provides a useful diagram to understand gamification. The model is composed of three components.


    1. Mechanical Engineering


The mechanics, in essence, are what learners 'do' when you are gamifying your e-learning course. These are the rules of games that learners take part in and how they are rewarded. For example, if an app for fitness uses the leaderboard in a personal fitness program the leaderboard must be clear how points are earned and that they're continuously applied.


    2. Dynamics


Dynamic behavior refers to the behaviors and actions that learners display in the gamified content of a course. Dynamics are the things that alter in the e-learning environment. Rules of play (mechanics) remain the same. The actual dynamic that learners experience will always change. In the case of the course is e-learning and has personalized learning experiences, then the rules are the same for all users. However, no two players will have the same experience of the game. They will each have different journeys. If they collaborate in an online learning community that is collaborative, the individual inputs will change each learning experience.


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    3. Aesthetics


The design and style of gamified content matters! Paying attention to aesthetics helps to make your content more relevant. When you add fun and lightness to games it creates new opportunities for learners to connect with you and your course. The developers of the game Mavis Beacon integrated typing into an immersive race car dashboard-the car was faster as you wrote. It made the game better than the standard typing test. Duolingo utilizes an owl cartoon and lots of funny animations to make learning more enjoyable.


Dynamics, mechanics, and aesthetics are all important when you are gamifying your online course. If you are using certain strategies for gaming including leaderboards and 'leveling up', keep these elements in mind. No matter your specific technique.


8 strategies for online learning gamification


1. Make use of an interactive leaderboard


Leaderboards work with an important aspect of gamification - tracking progress. When you share this information to your students, you help them understand in real time how they are doing.


A 2021 study showed that different types of leaderboards could keep students active and engaged. There are two types of leaderboards that gamify:


 

  • Macro leaderboards are linked to the general web and overall development.        
  • Micro Leaderboards The boards show your performance in specific areas or groups of your course.        


When using leaderboards, give your students guidance about what they should do as well as how they're being assessed. One of the great things about leaderboards is that they allow you to also create micro leaderboards for non-learning activities. By doing so the learners are provided with multiple ways to show progress and build their motivation to engage in certain courses.


If you want to get some ideas for how to utilize leaderboards, look at Salesforce's Trailhead Leaderboard. It shows the Trailblazers who are ripping it up with Salesforce's leaderboard program.


Graphics - Salesforce


2. Create contests


Contests can be a great opportunity to have healthy competition and collaboration. Your students can group together or work independently to meet the goals of the contest. Contests incentivize learners to engage with your material for the chance to win a meaningful prize.


It is possible to turn the cooperation of your members into a competition and encourage participants to aid each other in order to gain. You could, for instance, create an award system in which participants can indicate who has assisted their efforts to reach your goals.


Like the one above, HackerRank has been created to teach the developers to develop new skills in coding. HackerRank has different competitions as well as contests such as that of DTCC Code-A-Thon, which pits developers from around the world against one another to work on programming questions, and also win cash prizes.


3. Create a reward system


A rewards system is a common feature of gaming. Rewards increase engagement through giving a nice reward for the behavior of a learner. Rewards let students know that they've completed the assignment or task.


For instance, if you have supplemental content for students to look through the material, create rewards for engagement with the material.


4. Create an points system


The points system is another way for learners to keep track of their improvement. The information they receive is clear and lets the learners know precisely how they're doing. In turn, it encourages learners to keep their interest in the content you provide.


For example, Duolingo offers different points as well as gems that can be used for daily 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. In this case, mastery and proficiency is the main goal of the game. The ability of a student to prove they comprehend a concept. Mastery is a learner's ability to display a greater understanding of the concept.


Consider it like knowing 2+2=4 (proficiency) and recognizing that two apples with two oranges constitute four fruits (mastery). The process of advancing is a learner showing increased understanding of concepts, leading to the application of those concepts in other contexts.


6. Make a system of badges


badges let students showcase their talents to others. When students accomplish big tasks, like creating discussion articles or taking part in discussion, giving them a badge is more than just a way to acknowledge their accomplishments. They also serve as a reminder of their progress and achievements and provide the feedback needed for gamification to be successful.


Creating badges is one of the primary reward mechanisms to encourage e-learning. For example, in a Mighty Network you can create individual badges that you can then award these to participants according to their accomplishments.





7. Let your learners design games!


Learning in the hands of your learners is a great strategy to use in any course. If you allow your learners to take the reins to develop games that support your learning, you enhance their independence and enthusiasm within your class. Learning students who are developing their own gamified learning can set the rules in their own environment. They can then create helpful methods of participation that correspond to the things that are meaningful to the individual.


You can take this approach a step further by having students test their strategies against one another. Learners can figure out how to apply learning goals to their game. Also, they could take lessons from other players as well as the gamification strategies they use. In addition, you can strengthen their connection to content by making them teachers. Additionally, you help them to practice transcribing the information into a gamified process.


Platforms like Roblox and Minecraft aren't designed for online learning however they are excellent examples of introducing design concepts to learners. They can build environments and build the problems within them. However, even if you're building something as complex as Roblox, find ways to empower your learners.


8. Combine gamification strategies


You definitely don't have to stick to one method for gamifying your e-learning courses. Figure out which methods best will work for your situation, your students, and most importantly your learners. Utilizing layers of methods or diverse strategies in your classes helps keep the course interesting for your students. When you create consistent and distinct gamification methods will be much more likely to maintain learners engaged.


Perhaps your points system is helping to provide information for your leaderboard or you use rewards as part of 'leveling up' your students. There are many strategies to help your learners to increase their enthusiasm. You also give them multiple forms of feedback that can encourage them to participate in your course.


Strategies for making e-learning gamification successful


For making your e-learning game-playing an enjoyable and useful procedure, you should consider the following tips:


- Ensure that learners know the program


The research suggests that one of the most important aspects of designing an e-learning course that incorporates gamification is to make sure that students know how to utilize your software for courses and participate in the games that you've created. If they don't understand that they understand, it's all nothing. Avoid the temptation to over-gamify to learn the best way to create effective and accessible games that anyone can play.


Check in with your learners to make sure they understand the software or systems you use. When you do this, you help learners acclimate to the tools they'll require. It also helps build a relationship to your students that builds confidence and boosts motivation to participate in gamified online learning.


Learn about your students


Gamification can be effective when it is tailored to your learners. It isn't easy to tailor every game, though it is also worthwhile. Consider, for instance, figuring out what drives your students. Learners who have a focus on task may benefit when gamification is used more frequently than those who are focused on performance.


It is possible to use tools such as surveys to gain insight into the habits of the students you teach. Surveys provide a quick technique to determine what your students prefer and don't like, as well as their motivations. This information can be used to determine how you can gamify your course.


Variate your method


Using diverse methods in gamified e-learning helps engage more people. Learners can be guided by to understand their motivations and assist them in discovering new ways to connect to the material.


However, try to avoid using multiple strategies. It is possible that 2-3 strategies of different types are sufficient. A lot of strategies could turn off the students or leave them with too much to adapt to. Mixing a variety of strategies that you can build on will be more beneficial in keeping your class fresh and your learners engaged.


- Encourage your students


The use of games can provide a brand new education experience for your students. It depends on how much adaptation the students require, research has shown the importance of encouraging. Supporting students emotionally increases the motivation of students. This affects their interaction not only by how you playfully gamify your class, but also their interactions with others in their learning community.


You can be encouraged!


When you incorporate gamification into your class, offer yourself some encouragement. Learning content that is gamified for learning is recent. While gamification has likely been in use for many years however, the research behind the subject is only 10 years in the past. It's a novel approach to learning in the new setting for learning. When you're trying these methods be sure to focus on the successes and learn from challenges. By doing this it increases your self-efficacy. The same way, gamifying learning increases your learners' self-efficacy.


Conclusion


The gamification of learning in the digital age provides a variety of ways for students to learn more about what they learn. Adding game elements to the course can give students the opportunity to engage in a more immersive experience and improves their performance.


The integration of gamification into your goals and grounding the students in collaborative interactions can help students achieve success, but you will reap the reward of watching your students grow through fun learning experiences.


Explore these methods on a Mighty Network to enhance your learning and provide amazing e-learning Experiences!