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 always wanted to find new ways to motivate your students Gamification can be a rewarding experience to them and you. 87% of retail stores in North America are using or are planning to utilize gamification in order to reach their customers. Gamification is expected to reach $62 billion in 2030.

In transforming everyday tasks into games, you can make new connections to support the learning process and help to retain more information.


In this piece, we'll cover:


 

  • What is gamification in e-learning?        
  • Models and theories of gamification        
  • Strategies for gaming your e-learning course        
  • How do you succeed using gamification in e-learning        


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What is e-learning and gamification?


Gamification is the use of game-like components, things like narratives, levels and even achievements in non-game contexts. For e-learning, this means playing with different aspects of gaming in an environment that is virtual; in essence, e-learning gamification uses games to aid learning. Research shows that engaging your learners through games and other activities aids them in learning retain their knowledge, as well as enjoy the process of learning.


This is what we'll discuss in the matter below.


Just as there are a ton of games out there and a myriad of ways to make e-learning more gamified. The possibilities are endless! It's all you need is imagination, a little creativity, and direct ties to your content.


The benefits of gaming in e-learning


Here are some advantages of the gamification of learning in online education.


 

  •         Students are more driven            


The study of 2020 concluded that gaming helped students feel more motivated than traditional method of learning. One of the reasons for this is that gamification will help students feel greater control over the learning process, increasing their self-efficacy as well as determination.


But group participation can also boost motivation-especially where learners are on a team. For example, many learners enjoy cooperative gaming, which is also called "cooperative interactions." It could involve activities like shared quests or challenges where students work in teams to gain an understanding of what winning can look like. They also work together with others to demonstrate behavior.


Which is better for motivation-group learning or personal learning? The research suggests it depends on learner preferences. So make sure you ask your learners!


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  •         Learners participate more            


The use of games can enhance the number of students who take part in your class. A 2017 study showed that gaming improves student's behavioral, emotional, and cognitive engagement, and also makes the learning process more fun. Students were much more engaged in discussions on the internet that featured badges, thumbs-ups, avatars or member profiles, and progress bars.


 

  •         Learners learn more            


It's great to engage however, what is the retention rate? Are students really able to remember what they learned in gamified online learning? Studies suggest that it improves retention too!


Simply put Gamification of your courses helps your students learn more. In a study in 2023, having things like quick feedback, points as well as students being able to see their progress increased learning outcomes-leading to a higher rate of retention.


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Element of e-learning gaming


E-learning gamification supports your learners by bringing the following elements to your curriculum:


 

  •         Experiential learning            


Experiential learning is the process of learning from experiences. It's not difficult, is it? When you give learners an opportunity to directly experience the concepts they're studying, such as practicing equations or tying the concepts with activities that help them understand, you build a strong foundation that they can be able to learn from. Gaming e-learning can be experiential since it makes learners more involved with the material by engaging in activities related to it.


For example Google Expeditions is a virtual field-trip platform that lets teachers bring students to incredible virtual adventures. Utilizing the help of a VR headset, students are able to virtually tour a museum, witness history, or perform science experiments.


Google expiditions


 

  •         Learn by asking questions            


A course that is gamified provides chances for learners to be curious. When learners are able to have more questions and ask deeper ones around their courses, they begin a journey of developing their knowledge.


Learners can lead their own discovery. A walk in a virtual museum could include an instruction like "find something that is meaningful to you and tell us what it is that you like about it." This is flexible and learners-driven and allows students to discover what they are most interested in.


Learning based on inquiry can be built into your curriculum which we'll discuss below.


 

  •         Self-efficacy            


Self-efficacy refers to your confidence that you are able to accomplish things or do some thing. The gamification of e-learning can boost self-efficacy by giving learners a chance to try, learn, and improve. Actively. If you keep going with this process, the greater capacity for self-efficacy your learners 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 create their own paths and select the course that best fit them.


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  •         Specific and clearly described purposes            


It's tough to play an activity if you don't understand the rules. When you are gamifying your course via e-learning it is essential to have clear and uniform rules to guide learners as they take on the course, or, effectively, engage in the game that is tied to their education.


Like, Prodigy is a math game designed for children. The game lets children immerse themselves in an RPG by challenging players with math questions and climbing up the levels while earn in-game currency. Everybody knows the rules and objectives, which makes gameplay work.


prodigy


 

  •         Cooperation            


Teamwork truly makes the dream happen. You can build cooperation into the gamified structure of your online education effortlessly. Making gamified e-learning cooperative also supports learners and enhances their learning and retention. We have already mentioned whether cooperative or competitive games work best depends on the learners.


For instance, the Minecraft educational version includes a classroom game where students design and build virtual worlds together.


minecraft


While Minecraft is for kids, cooperative games can work for adults too. Imagine a training program for corporate employees that's a virtual escape room to IT security specialists or even an e-learning system that is based on points and levels for adult learning. They can be effective if they are executed correctly, and collaboration boosts accountability and interactivity.


 

  •         Continuous feedback            


Gamified e-learning includes an ongoing process that allows learners to know what they're learning. Through regular feedback, learners are able to adapt and react as they engage, leading to more engaging and deeper learning.


Think about what you know about the Duolingo Owl. It's synonymous with the study of languages, and is the friendly character that gives you feedback on your learning-whether it's encouraging you to keep going or asking you to repeat errors. Even if the feedback itself isn't game-based in your online learning course, it must be a part of the learning process.


duolingo feedback


Examples of e-learning gamification


To get you to think about how your e-learning game could look at, let us look at some of the following examples:


 

  • Mavis Beacon: One of the earliest e-learning games, Mavis Beacon taught users to type as they raced on a course.      
  • Duolingo: Duolingo has mastered gaming in the classroom, turning learning into an enjoyable, virtual journey. From challenges to rewards to leaderboards, Duolingo has created the industry standard for gamification in language.    
  • MathBingo: It's 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. It is an experience that can be gamified when learning how to run.    
  • Trailhead developed by Salesforce: Interactive e-learning games that teach people how to use Salesforce.      
  • LinkedIn Learning: The LinkedIn Learning platform gamifies classes with completion badges, as well as tracking of products, as well as adding badges to the profile of your.      
  • : Make custom badges for students to add to course spaces and recognize members' contributions or excellence.      


nike run club


What is gamified learning? not


The term "gamification" is used to describe various things, but it's important to define what exactly gamified learning is. True gamification requires goals, clear mechanics to the learners and a set of reward systems.


While games themselves are entertaining, simply adding a game component doesn't make for a gamified learning course via e-learning.


Here's what that you must have in order for your learning to be TRULY gamified.


 

  • Gamification should be a part of the learning process that includes feedback on performance.        
  • Gamification has to be tied with course objectives.        
  • Gamified methods should be connected to the material used in the class.        
  • Students need a form of reward to encourage their participation.        


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


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Gamification strategies(? )


While games have been around for quite a long time, gamification as a method is somewhat recent. The concept of gamification itself is still in the process of developing. However, here are a few ways to think about it based on 2011 research that shows a helpful model to describe gamification. This model has three parts.


    1. Mechanical Engineering


The mechanics, in essence, will be what students do when you are gamifying the course you are offering online. These are the rules of the game-how learners play and the rewards they get. In the case of an app for fitness uses a leaderboard for a personal fitness program the leaderboard must clearly define what points can be earned, and they should be continuously applied.


    2. Dynamics


Dynamic behavior refers to the behaviors and actions that learners display in games-based course material. Dynamic learning is the process that causes change in e-learning. The rules of the game (mechanics) are fixed. However, the dynamics of the game that learners experience will always change. If, for instance, an online course offers customized learning experiences, then it is the same rules for all users. But no two users will get the exact same experience from playing the game. There will be different experiences. If they are working together in the context of a learning community in which everyone is involved, the individual inputs will alter with each new learning experience.


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    3. Aesthetics


The appearance and the feel of gamified content matters! Attention to the aesthetics of your content can make your content relevant. By adding fun and lightness to gamified material, you create new ways for students to get involved with the course and you. The designers of the typing game Mavis Beacon integrated typing into an enthralling race car dashboard. The car was faster as you typed. This made it way better than the standard typing test. Duolingo uses a cartoon owl along with a lot of hilarious animations to make learning more enjoyable.


The mechanics, dynamics, as well as aesthetics are essential when you're gamifying your online course. When you employ specific strategies for gamification, like leaderboards or "leveling up," take these factors into consideration. No matter your specific technique.


8 methods for e-learning Gamification


1. Utilize an interactive leaderboard


Leaderboards are an essential aspect of gamification - keeping track of how far you've come. Through sharing this data with your learners and allowing them to understand in real time how they're doing.


The study of 2021 showed that using different types of leaderboards can keep learners active and engaged. There are two kinds of leaderboards for gamification:


 

  • Macro leaderboards: Are tied to content in general as well as overall advancement.        
  • Micro Leaderboards Display your performance in specific areas or sub-groups of the course.        


In the event of using leaderboards, you should give your students direction on the best way to proceed and how they will be assessed. The cool thing about leaderboards is that you could create micro-leaderboards for non-learning activities. 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 courses.


For inspiration on how to utilize leaderboards, take a look at Salesforce's Trailhead Leaderboard. The leaderboard showcases the trailblazers who are ripping it up with Salesforce's leaderboard program.


Graphics - Salesforce


2. Create contests


Contests are opportunities for healthy competition and cooperation. Your students can team up or work solo in order to accomplish the contest's goals. Contests incentivize learners to engage with your material for the chance to win an important prize.


It is possible to turn cooperation into a contest and encourage participants to aid other participants in order to be able to win. In particular, you could set up the system of kudos where participants are able to indicate which one has helped them in achieving your objectives.


Like the one above, HackerRank has been created to teach developers how to code. HackerRank organizes competitions, and competitions, such as that of DTCC Code-A-Thon, which pits developers across the globe against each other to solve programming questions, and also win cash prizes.


3. Set up a system of reward


Rewards systems are an essential feature of gamification. Offering rewards increases engagement by giving a nice reward for the behavior of a learner. Rewards help learners feel like they've successfully completed a assignment or task.


For instance, if you have supplemental content for students to look through, set up rewards around your students' engagement with the materials.


4. Make a points system


Points systems can be another option for students to keep track of their improvement. These clear data let the learners know precisely what they're getting done. In turn, it encourages learners to keep their interest in your material.


As an example, Duolingo offers different points and gems to use regularly as well as daily log-ons or "streaks".


5. Help your learners 'level up'


The level system you use in your gamification helps students show what they have learned. Mastery and proficiency are the name of the game. The ability of a student to demonstrate their understanding of an idea. Mastery is a learner's ability to show deeper knowledge of the concept.


Consider it like being able to calculate 2+2=4 (proficiency) as well as knowing that two apples and two oranges are four fruit (mastery). The process of advancing will show a person who has a greater understanding of concepts, leading to their application in other contexts.


6. Develop a badge system


Badges let learners show off their talents to others. When learners accomplish significant tasks, like creating discussion posts or engaging in discussions, giving them a badge does more than offer recognition. Badges also work as reminders of their progress and achievements by providing the required feedback in order for gaming to succeed.


Making badges is among the most important reward systems to encourage online learning. In a Mighty Network you can create custom badges and bulk award the members with them in accordance with their achievements.





7. Let your learners design games!


Making learning accessible to the minds of your students is an effective strategy for any class. By giving your learners the freedom to create games to assist in your learning, you enhance the autonomy of your learners and their motivation in your course. Learners developing gamified e-learning themselves can set the rules that are specific to their environment. Then, they can design helpful methods of participation that correspond to the things that are meaningful to the individual.


Take this strategy a step further and have students try out their techniques on each other. The students can discover how to apply learning goals to their games. They can also learn from their peers and the gamification strategies they use. Not only do you increase their understanding of the information by turning them into instructors. They also learn by making the content the form of a game.


Platforms like Roblox and Minecraft aren't built for e-learning however they are excellent examples of introducing design concepts to students. They can build worlds and then build challenges within the worlds. But even if you're not developing something as intricate as Roblox look for ways to empower your learners.


8. Combine gamification strategies


You definitely don't have to use one approach to gamify your e-learning course. Figure out which methods best work for you, for your students, and most crucially for your students. Layering methods, or using diverse strategies in your classes, keeps things fresh for your learners. If you develop consistent and distinct gamification methods, you are much more likely to maintain students engaged.


Your points system might help to provide information for your leaderboard or you make use of rewards to "level up' your students. There are many strategies to draw on your students' motivation. You also give them multiple types of feedback to inspire them to take part in your class.


Tips for making gaming in e-learning effective


To make your e-learning gaming an enjoyable and beneficial procedure, you should consider the following tips:


- Ensure that learners are aware of the software


The research suggests an important primary elements of designing gamification for e-learning is to ensure that learners know how to utilize your course software and play the games you've set up. If you don't have a clear understanding, this is all for nothing. Resist the temptation of over-gamification and learn the best way to create effective and accessible games that anyone can play.


Make sure to check in with your students to make sure they understand what systems or software you're using. By doing this, you're helping learners acclimate to the tools they'll require. You also build a connection with your students, which builds confidence and boosts motivation for them to take part in engaging in gamified e-learning.


- Meet your students


Gamification works best when tailored to your learners. It isn't easy to personalize each activity but it's also a good idea. For instance, figure out the factors that motivate your students. Learners who have a focus on task may benefit with gamification more quickly as opposed to performance-oriented students.


It is possible to use tools such as surveys to get insights into your students. Surveys provide a quick way to gauge what learners prefer and don't like, as well as their motivations. You can use this information in determining how to gamify your course.


- Vary your process


Using diverse methods in gamified e-learning helps engage more people. You can work with learners' natural motivations, and help them learn new ways to connect with material.


But try not to use numerous strategies. Maybe 2-3 varying strategies are enough. A lot of strategies could turn off your learners, or provide learners with a lot to learn to. But mixing a few different strategies that you can use will be helpful for keeping your course current and your students engaged.


Help your students


Gaming can be an exciting learning experience for your learners. Based on the amount of adjustment they need, research shows that encouragement is beneficial. Helping students with emotional issues increases their enthusiasm. This affects the way they interact by how you playfully gamify your class, however, they also interact with their fellow learners in their group.


- - Encourage yourself!


If you are using gamification to enhance your class, offer yourself some motivation. The concept of gamifying learning is new. While gamification has likely been in use for many years, research around it is just an decade in the past. The game is a brand new strategy for learning in an entirely new learning environment. When you're trying these methods concentrate on your achievements and take lessons from your failures. When you do so you improve your self-efficacy just as gamifying e-learning increases your learners' self-efficacy.


Conclusion


E-learning gamification creates rich opportunities to enhance what students are learning. Adding game elements to the course can give students a much more interactive experience, leading to enhanced performance.


Connecting gaming to your goals and grounding them in cooperative interactions is not just helping your students find success; you'll also reap the rewards of watching your students grow through enjoyable learning experiences.


Try out these strategies in the Mighty Network to enhance your class and make awesome online learning experiences!