E-Learning Gamification: Our Guide for 2024 |

Apr 1, 2024

Gamification is an exciting process that combines the joy of rewards with the enjoyment of games. If you've been wanting to come up with new strategies to motivate your students, gamification offers reward both for them as well as for yourself. Eighty-seven percent of retailers across North America are using or intend to employ gamification to connect with their customers. Gamification will be worth $62 billion by 2030.

Through transforming your everyday routine into games, you can create new connections that support higher retention and learning.


In this piece We'll discuss:


 

  • What exactly is e-learning gaming?        
  • Models and theories of gamification        
  • Methods to gamify your online course        
  • How do you succeed with e-learning gamification        


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What exactly is e-learning gamification?


Gamification employs game-like elements that include narratives, levels and achievements, in non-game contexts. For e-learning, this means making use of different elements of games in a virtual environment; basically, e-learning gamification uses games in order to facilitate learning. Studies show that engaging your learners through games and other activities can help them to learn more retain their knowledge, as well as learn more.


We'll go into more detail about this below.


Just as there are a lot of games to play, there are a ton of options to make e-learning more gamified. The ceiling is endless! It's all you need is imagination, creativity as well as direct links to the content.


Gamification of learning through e-learning


Here are a few advantages of e-learning gamification.


 

  •         Lessons are better driven            


A 2020 study discovered that students who played gamification be more engaged than traditional learning methods. One reason for this is that gamification can help learners 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. For example, many learners are drawn to cooperative games, commonly called "cooperative interactions." These could be activities like shared quests or challenges where participants work together in order to get a feel for what success looks like, working with other learners to model behaviour.


Which is better for motivation-group learning or personal learning? Well, research shows it depends on learner preferences. Make sure you inquire with your students!


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  •         Learners participate more            


Gamification can increase engagement in your classes. In a study conducted in 2017, gaming improves student's behavioral and emotional involvement and can make learning more enjoyable. Students were more responsive to discussions on the internet that featured badges, thumbs-ups or avatars or member profiles, and progress bars.


 

  •         Learners can learn more about HTML0.            


It's great to engage however, what is the retention rate? Do students actually remember anything in gamified online learning? Studies suggest that it improves retention as well!


Simply put Gamification of your courses can help your students to learn more. In a study in 2023, having things like prompt feedback, earning points, and learners having the ability to track the progress they made in their learning led to a higher rate of retention.


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Gamification of learning through gamification


E-learning gamification helps your students by adding the following pieces to your course:


 

  •         Experiential learning            


Learning through experience is learning by experience. Simple enough, right? When you give learners an opportunity to directly experience what they're learning, like doing equations in the classroom or connecting theories to activities creating a more sturdy foundation to learn from. Gaming e-learning can be experiential since it makes learners more involved with the subject by engaging in activities related to it.


As an example, Google Expeditions is an online field trip service that allows teachers to bring their students on incredible virtual adventures. With a VR headset, students are able to virtually tour a museum, witness history, and even conduct experiments in science.


Google expiditions


 

  •         Learning based on inquiry            


The game-based learning course you are creating provides the opportunity for students to become curious. When learners are able to have more questions and ask deeper ones around their courses, they begin a process of learning more deeply.


Learning through inquiry lets students discover themselves. For example, a walk through a museum online could include an instruction like "find a piece that speaks to you and tell us why." This is open-ended and learner-driven, and lets students find what they're interested in.


Inquiry-based learning can be integrated within the curriculum We'll discuss below.


 

  •         Self-efficacy            


Self-efficacy is the belief you have that you are able to accomplish or accomplish things. Gamifying e-learning builds self-efficacy through giving students the chance to experiment, gain knowledge, and improve. Actively. As you go through this process, the greater capacity for self-efficacy your learners develop.


In particular, giving students the ability to design their own learning pathways is a way of boosting self-efficacy. Many online learning platforms let students create their own paths by selecting the classes that best fit them.


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  •         Clear and precisely stated goals            


It's tough to play games if you do not know the rules. When you're gaming your online course there must be clear, consistent rules for how learners take on the course and, more importantly, engage in the game that is tied to the learning.


Like, Prodigy is a math game for kids. Kids can play an RPG and challenge other players to answer math-related questions, moving up levels and earn in-game currency. Everyone is aware of the rules and goals and this makes gaming fun.


prodigy


 

  •         Cooperation            


The power of teamwork makes the dreams work. It is possible to incorporate cooperation in your gamified online learning structure quickly. The creation of a cooperative gamified in e-learning 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 work best depends on your students.


In this case, for instance, the Minecraft education version has an educational game that lets students build and explore virtual worlds together.


minecraft


Although Minecraft is for kids the cooperative game can be used also for adults. Imagine a corporate training course with a virtual escape space designed for IT security specialists or even having a level-based and points-based system to help adults learn. These can work if done right, and collaboration improves the accountability and involvement.


 

  •         Constant feedback            


Gamified learning involves the use of a continuous process that lets learners know how they're performing. Through regular feedback, learners will be able to adjust and adapt when they are engaged, leading to deeper and more involved learning.


Imagine what you know about the Duolingo Owl. It's synonymous with language learning, and it's the friendly animal that offers you feedback regarding your progress whether it's telling you to go on or requesting you to make errors. Even if the feedback itself isn't game-based in your online learning course, it needs to happen.


duolingo feedback


Gamification of learning through e-learning.


to get you 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 when they raced through a race track.      
  • Duolingo: Duolingo has mastered gaming in the classroom, turning learning into an enjoyable and virtual experience. From rewards and challenges to leaderboards, Duolingo has set the standard for language gamification.    
  • MathBingo: This is an app with a huge following for math and assists students in learning math.      
  • Nike Run Club: A brand community that brings runners together to keep track of their stats, keep each other encouraged and accountable, and share the progress. Gamifies the experience of learning how to run.    
  • Trailhead developed by Salesforce: An interactive e-learning game to help people learn how to use Salesforce.      
  • LinkedIn Learning Gamifies the courses by awarding completion badges as well as tracking of products, as well as adding the badges to the profile of your.      
  • : Design custom badges that you can add to course spaces and honor members who have contributed or outstanding performance.      


nike run club


What gamified e-learning is not


Gamification is a term that can be applied to various items, however it's crucial to define the definition of gamified e-learning. Gamification that is truly effective requires specific goals, clear mechanisms for learners, and appropriate rewards.


Although games are fun, including a gaming component won't create a fun learning course via e-learning.


Here's what you require for your online learning to be TRULY gamified.


 

  • Gamification should incorporate learners receiving performance feedback.        
  • Gamification has to be tied to course goals.        
  • Gamified methods must connect to the course material.        
  • Students need a form of reward for participating.        


The knowledge of these variables helps to be able to pinpoint what's really e-learning through gamification. This helps you stay clear of distractions.


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Gamification strategies(? )


While games have been around for quite a long period of time, the concept of gamification as a practice is somewhat recent. The theories surrounding gamification are only beginning to develop. But here are some helpful ways to think about it based on 2011 research which provides a useful diagram to understand the gamification. The model is comprised of three elements.


    1. Mechanical Engineering


In essence, the rules will be what students do when you are gamifying the course you are offering online. This is the basic rules of the game-how learners play and what they earn. For example, if a fitness app uses a leaderboard for a personal fitness program the leaderboard must clearly define the points earned and how they are continuously applied.


    2. Dynamics


Dynamics are the actual behaviors and behaviors that students exhibit during the gamified content of a course. Dynamic learning is the process that causes alter in the e-learning environment. Rules of play (mechanics) remain the same. The actual dynamic, the learners' experiences change constantly. If, for instance, an online course offers customized learning experiences, then there are rules that apply for each user. However, no two players will enjoy the same game experience playing the game. They will each have different paths. If they are working together in the context of a learning community in which everyone is involved The individual contributions will vary with every learning session.


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    3. Aesthetics


The look and feel of gamified content matters! Attention to the aesthetics of your content can create content that is relevant. Through adding lightness and fun to games it creates new opportunities for learners to connect with you and your course. The creators of the game Mavis Beacon integrated typing into an enthralling race car dashboard. The car accelerated as the user typed. It made the game better than the standard typing test. Duolingo uses a cartoon owl along with a lot of hilarious animations that make learning more engaging.


Dynamics, mechanics, and aesthetics are essential in gamifying an e-learning course. As you use specific strategies for gamification such as leaderboards, or "leveling up," take these factors into consideration. No matter your specific technique.


8 methods for e-learning gamification


1. Make use of a leaderboard


Leaderboards function as an essential element of gamification: tracking the progress of your students. When you share this information with your participants they can understand in real time how they are doing.


A 2021 study showed the use of different kinds of leaderboards could keep students interested and motivated. There are two kinds of leaderboards that gamify:


 

  • Macro leaderboards are connected to general content as well as overall progress.        
  • Micro leaderboards: The boards show the performance of specific sections or sub-groups within this course.        


In the event of using leaderboards, you should give your students direction on what to do as well as how they're being assessed. One of the great things about leaderboards is that they allow you to create micro-leaderboards that are not related to learning. In this way the learners are provided with multiple methods to track their how they are progressing and to increase motivation to take part in specific course material.


For inspiration on how to utilize leaderboards, look at Salesforce's Trailhead Leaderboard. It showcases Trailblazers who are killing it with Salesforce's software.


Graphics - Salesforce


2. Create contests


Contests can be a great opportunity for healthy competition as well as cooperation. You can have your students collaborate or work on their own in order to accomplish the contest's goals. Contests incentivize learners to engage with the material they are studying in an effort to win a meaningful prize.


The idea is to incorporate cooperation into a contest by encouraging participants to help others in order to win. For instance, set up an award system in which participants are able to indicate which one has helped them in achieving your objectives.


For example, the platform HackerRank is dedicated to teaching developers how to code. They use different competitions and competitions, such as the DTCC Code-A-Thon, which pits people from all over the world against one another in order to tackle programming questions, and also win cash prizes.


3. Set up a system of reward


A rewards system is common in the gamification process. Offering rewards increases engagement by providing a positive response to learner behavior. Rewards let learners know they've completed the task or activity.


In other words, if you have supplemental material for learners to explore and learn about, you can set up rewards based on engagement with the material.


4. Make an points system


The points system is another way for students to monitor their progress. The information they receive is clear and lets the learners know precisely how they're doing. As a result, you encourage learners to maintain their interest in your content.


Like, Duolingo offers different points and gems to use regularly and daily logins "streaks".


5. Help your learners 'level up'


A level system within your gamification program helps learners to demonstrate their knowledge. Here, proficiency and mastery are the name of the game. Proficiency is a learner's ability to demonstrate their understanding of the concept. The ability of a student to show deeper knowledge of the concept.


Consider it like having the knowledge that 2+2=4 (proficiency) and recognizing that two apples and two oranges constitute four fruits (mastery). Leveling up, then, can be described as a student who shows increased knowledge of concepts. This leads to the application of those concepts to other situations.


6. Make a system of badges


The badges allow learners to showcase their talents to others. When students accomplish big tasks for example, such as writing discussion posts or engaging in discussions, giving them a badge is more than just a way to acknowledge their accomplishments. The badges also act as a way to remind students of the progress made by students and provide the feedback needed in order for gaming to succeed.


The creation of badges is one the primary reward mechanisms in the e-learning. In a Mighty Network you can create individual badges that you can then award the members with them according to their accomplishments.





7. Let your learners design games!


Learning in the hands of your students is a great strategy to use in any class. When you give your students the reins to develop games to assist in your learning, you enhance their autonomy and motivation within your course. Learners developing gamified e-learning themselves allow them to establish rules within their own context. Then, they can design helpful ways to participate that speak to what is meaningful for the individual.


You can take this approach a step further by having learners test their methods against one another. Students can determine ways to integrate learning goals to game. Additionally, they can benefit from the experiences of their fellow players and how they apply gamification strategies. In addition, you can strengthen their connection to material by turning them into instructors. They also learn by translating the material into a gamified process.


Platforms like Roblox and Minecraft aren't built for e-learning, but they're really good models of providing design students. They can build worlds and then build obstacles within them. However, even if you're building something as complex as Roblox, find ways to help your students.


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, for your students. Combining techniques, or employing various strategies throughout your class, keeps things fresh for your students. If you design consistent and distinct gamification methods it is better at keeping your learners engaged.


Perhaps your points system is helping in forming your leaderboard or perhaps you are using incentives to help level the playing field' for your students. There are many strategies to draw on your students' motivation. Also, you can provide them with a variety of forms of feedback that can encourage them to participate in your course.


How to make e-learning gamification successful


In order to make your online learning gaming an enjoyable and beneficial process, take a look at these suggestions:


- Make sure learners understand the software


Research suggests an important primary aspects of designing an e-learning course that incorporates gamification is to make sure learners understand how to use your course software and play your games. If they don't understand, this is all for nothing. Resist the temptation of over-gamification to learn how to design effective, understandable games anyone can access.


Check in with your learners to make sure they understand the software or systems you're using. By doing this, you're helping students become more comfortable with the tools they'll require. It also helps build a relationship to your students that builds confidence and boosts motivation for them to take part in engaging in gamified e-learning.


- Get to know your students


Gamification is most effective when it's designed to meet the needs of your students. It's not easy to personalize each activity though it is also worthwhile. For instance, figure out the factors that motivate your students. Task-oriented learners may do well using gamification faster as opposed to performance-oriented students.


Use tools like surveys to gain insight into the habits of the students you teach. Surveys can be a great way to gauge what learners like and dislike, as well as their motivations. The results can be used to determine how you can gamify your course.


- Vary your process


Using diverse methods in gamified e-learning helps engage more people. Learners can be guided by' natural motivations, and assist them in discovering different ways of connecting with the content.


However, try to avoid using numerous strategies. It is possible that 2-3 strategies of different types are enough. A lot of strategies could turn off your learners, or provide learners with a lot to adjust to. But mixing a few different methods that you are able to develop will be beneficial in keeping your class fresh and your learners engaged.


Help your students


The use of games can provide a brand new education experience for your students. Depending on how much adjustment they need, research shows the importance of encouraging. Helping students with emotional issues increases the motivation of students. The effect carries over into their interaction not only by how you playfully gamify your course, but also their interactions with others in their learning community.


- Encourage yourself!


As you use gamification in your learning, be sure to give yourself a boost. Learning content that is gamified for learning is new. While gamification has likely been around for a long time but research on the subject is only an decade old. The game is a brand new approach to learning in the new setting for learning. As you try these strategies be sure to focus on the successes and learn from challenges. When you do so, you increase your own self-efficacy just as gamifying e-learning increases your learners' self-efficacy.


Conclusion


Gamification in education can provide a wealth of opportunities to deepen what your students are learning. Incorporating game elements into the course can give students the opportunity to engage in a more immersive experience and improves their performance.


Connecting gaming to your goals and grounding your students in cooperative interaction will not only help your students find success; you'll also reap the rewards that your students will grow through enjoyable experiences.


Explore these methods within the Mighty Network to enhance your course and create awesome e-learning Experiences!