E-Learning Gamification: Our Guide for 2024 |

Apr 1, 2024

Gamification is an exciting procedure that blends the thrill of reward with the fun of playing. If you've been wanting to find new ways to get your students involved Gamification can be a rewarding experience both for them as well as for yourself. 87% of retail stores in North America are using or are planning to utilize gamification in order to connect with customers. Gamification is projected to be worth $62 billion by 2030.

Through transforming your everyday routine into games, you make new connections to support learning and longer retention.


In this post, we'll cover:


 

  • What exactly is e-learning gaming?        
  • Theories and models for gaming        
  • Techniques for gamifying your e-learning course        
  • How do you succeed by gamification of e-learning        


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What exactly is e-learning gamification?


Gamification is the use of game-like components that include narratives, levels, and accomplishments, even within non-game settings. In the context of e-learning, this is making use of different elements of gaming in a virtual environment; basically gaming in e-learning is used to support learning. The research shows that engaging students with activities and games can help them to learn more retain information, learn more and enjoy the process of learning.


We'll get more into this below.


As there are number of different games available, there are a ton of ways to make e-learning more gamified. The sky is the limit! You just need imagination, a little creativity, and direct connections to the content.


Gamification of learning through e-learning


Here are a few advantages of e-learning gamification.


 

  •         Lessons are better motivated            


The study of 2020 discovered that students who played gamification feel more motivated than traditional learning methods. One reason of this is because gamification will help students feel greater control 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 are drawn to cooperative games, commonly called "cooperative interaction." These could be games like shared quests, or collaborative challenges that let learners work together to get an understanding of what winning looks like, working with others to demonstrate the behavior.


Which one is better for motivational group learning, or for individual-based learning? Well, research shows the choice is based on individual preferences of learners. Therefore, make sure to 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. In a study conducted in 2017, gaming improves student's behavioral and emotional engagement and makes learning material more enjoyable. Students were much more engaged in online discussions that had badges, thumbs-ups, avatars or member profiles, and progress bars.


 

  •         Learners are taught more            


Engagement is great But what about the long-term retention? What do students remember in gamified online learning? It is proven that it increases retention, too!


In simple terms Gamification of your courses can help your students to learn more. In a study in 2023, the use of quick feedback, points as well as students having the ability to track their progress in learning, leading to better retention.


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Element of e-learning gaming


E-learning gamification helps your students by bringing these pieces of your class:


 

  •         Learning through experience            


Learning through experience is learning by experiences. Pretty simple right? If you provide learners with an possibility to actually experience the material they're learning about, for example doing equations in the classroom or connecting concepts to exercises that help them understand, you build a sturdy foundation to take away. Gamifying e-learning is experiential because it gets learners directly involved with the material by engaging with it through activities.


In particular, Google Expeditions is an online field trip service which lets educators take students along for some pretty incredible virtual adventures. By using the help of a VR headset, pupils can virtually tour a museum and experience history and even conduct experiments in science.


Google expiditions


 

  •         Inquiry based learning            


The game-based learning course you are creating provides the opportunity for students to become more curious. If learners can ask more and deeper questions about their course and begin to engage in a method of understanding more.


Inquiry-based learning lets learners discover themselves. A walk in a virtual museum could include an instruction like "find a piece that speaks to you and tell us the reason." It's an open-ended, learner-driven approach that allows students to discover what they are most interested in.


Inquiry-based learning can be incorporated in your course design which we'll discuss below.


 

  •         Self-efficacy            


Self-efficacy is your belief that you are able to accomplish or accomplish some thing. Gaming e-learning boosts self-efficacy, because it gives learners the opportunity to learn, try and improve. Actively. As you go through the course, the higher confidence in your students will build.


For example, allowing students to personalize their learning path helps to boost confidence in themselves. Numerous online learning platforms allow students build their own journeys, choosing from the courses that best fit them.


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  •         Specific and clearly defined objectives            


It's tough to play an activity if you don't be aware of the rules. When you are gamifying your e-learning course there must be clear, consistent rules for how learners engage the material and, more importantly, play the game connected to their education.


As an example, 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 earning in-game currency. Everyone is aware of the rules and goals, which makes gameplay work.


prodigy


 

  •         Collaboration            


The power of teamwork makes the dreams come true. You can build cooperation into the gamified structure of your online education easily. Gamifying e-learning in a cooperative manner supports learners and enhances their retention and learning. We have already mentioned which games, competitive or cooperative work best depends on the learners.


In this case, for instance, Minecraft educational version includes the classroom game in which students design and build virtual worlds together.


minecraft


Even though Minecraft is a game for children 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 experts or even having a level-based and points-based system that can be used for adult education. They can be effective if they are implemented correctly. Collaboration increases accountability and interaction.


 

  •         Feedback continuously            


Gamified learning involves an ongoing process that informs learners of how they're performing. With regular feedback, students can adapt and respond as they engage, leading to deeper and more involved learning.


Think about your Duolingo Owl. It's a symbol of the study of languages, and is the ogre character who gives the student feedback about their progress, whether you're told to keep going or requesting you to make errors. Although the feedback isn't game-based in your online 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 e-learning gamification could look 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 while racing along a race course.      
  • Duolingo: Duolingo has mastered gaming in the classroom, turning learning into a fun online experience. From challenges to rewards to leaderboards, Duolingo has created the standard for language gamification.    
  • MathBingo: This is a popular math-learning app that aids students to master math.      
  • Nike Run Club: A brand-name community of runners that bring them together to keep track of their stats to keep one another motivated and accountable, as well as share the progress. Gamifies the experience of learning how to run.    
  • Trailhead is a game developed by Salesforce: A game that is interactive and e-learning to show people how to utilize Salesforce.      
  • LinkedIn Learning: Gamifies classes with 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 honor members who have contributed or excellence.      


nike run club


What gamified e-learning is not


The term "gamification" has been applied to various things, but it's important to establish the parameters of what gamified e-learning actually is. Gamification that is truly effective requires specific goals, clear mechanisms for learners, and appropriate reward systems.


Although games are entertaining, simply including a gaming component won't make for a gamified learning course via e-learning.


Here are the things you need for your e-learning to be TRULY gamified.


 

  • Gamification should include learners getting performance feedback.        
  • Gamification should be linked to the course's goals.        
  • Gamified techniques must be linked to the course material.        
  • Participants need a kind of reward for taking part.        


The knowledge of these variables helps to be able to pinpoint what's the actual gamification of e-learning. And it helps you avoid distracting factors.


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Gamification strategies(? )


Even though games have been around for a very long duration, gamification in practice is fairly brand new. The theories surrounding gamification are only beginning to develop. But here are some helpful ideas to look at the issue based on research conducted in 2011 which provides a useful diagram to understand the gamification. This model has three parts.


    1. The mechanics


In essence, the rules will be what students do while playing the course you are offering online. These are the rules of games that learners take part in and how they are rewarded. For example, if a fitness app uses the leaderboard in a personal fitness program the leaderboard must be obvious the points earned and how they are used consistently.


    2. Dynamics


Dynamics are the actual behaviors and interactions learners exhibit in gamified course content. The dynamics are what causes are changing in e-learning. It is true that the rules (mechanics) are fixed. However, the dynamics of the game that learners experience will always change. If, for instance, the course is e-learning and has personalized learning experiences, then the rules are the same for all users. But no two users will get the exact same experience from the game. They will each have different journeys. Or, if members 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 look and feel of gamified content matters! A focus on aesthetics can help to make your content more valuable. Through adding lightness and fun to gamified material, you create new ways for students to get involved with the course and you. The developers of the typing game Mavis Beacon integrated typing into an enthralling race car dashboard. The car accelerated as you typed. It made the game more entertaining than just a typing test. Duolingo utilizes an owl cartoon along with a lot of hilarious animations that make learning more enjoyable.


The mechanics, dynamics, as well as aesthetics are all important when you are gamifying your learning course via e-learning. If you are using certain strategies for gaming including leaderboards and "leveling up," you must take these factors into consideration. No matter your specific technique.


8 methods for e-learning Gamification


1. Make use of an interactive leaderboard


Leaderboards are an essential component of gamification, which is keeping track of how far you've come. By sharing this information with your learners and allowing them to understand in real time how they're performing.


A 2021 study showed the use of different kinds of leaderboards can keep learners active and engaged. There are two kinds of gamification leaderboards:


 

  • Macro leaderboards are tied to content in general as well as overall advancement.        
  • Micro-leaderboards Show the performance of specific sections or sub-groups within this course.        


In the event of using leaderboards, you should give your students guidance about what to do and how they will be measured. One of the great things about leaderboards is that you could make micro-leaderboards to be used for non-learning activities. This way it gives learners a variety of options to display their progress and build their motivation for engaging in specific courses.


If you want to get some ideas for how to utilize leaderboards, to Salesforce's Trailhead Leaderboard. It shows the Trailblazers who have been slaying it using Salesforce's program.


Graphics - Salesforce


2. Create contests


Contests provide opportunities for healthy competition as well as cooperation. Your students can group together or work independently in order to accomplish the contest's goals. Contests motivate students to interact to your subject for the chance to win a meaningful prize.


It is possible to turn cooperation into a contest and encourage participants to aid each other in order to gain. You could, for instance, create the system of kudos where participants are able to indicate which one has helped their efforts to reach your goals.


Like the one above, HackerRank is dedicated to teaching developers new coding skills. HackerRank has different competitions as well as contests such as the DTCC Code-A-Thon, which pits people from all over the world against each other to solve code-related questions and earn prizes.


3. Develop a reward system


The rewards system is an essential feature of the gamification process. The offering of rewards can increase the level of engagement by giving a nice response to learner behavior. Rewards let students know that they've successfully completed a task or activity.


In other words, if you have supplemental content for students to look through the material, create rewards for engagement with the material.


4. Set up an points system


The points system is another way for learners to monitor their progress. The information they receive is clear and lets them know exactly how they're doing. This means that you encourage learners to maintain and improve their involvement with the content you provide.


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


5. Help your learners 'level up'


A level system that you use in your game helps players 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 an idea. The ability of a student 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 with two oranges constitute four fruits (mastery). Leveling up, then, can be described as a student who shows increased knowledge of concepts. This leads to them applying those concepts in other contexts.


6. Create a badge system


The badges allow learners to showcase their skills to their peers. When learners accomplish significant tasks for example, such as writing discussion posts or engaging in discussions and earn badges, it does more than offer recognition. The badges also act as a way to remind students of students' progress by providing the required feedback in order for gaming to succeed.


Creating badges is one of the most important reward systems for e-learning. As an example, with Mighty Network you can create customized badges, and then distribute them to members according to their accomplishments.





7. Let your learners design games!


Making learning accessible to the minds of your students can be a successful approach for any class. If you allow your learners to take the chance to design games that support your learning process, you increase the autonomy of your learners and their motivation in the course. Students who create gamified e-learning on their own allow them to establish rules in their own 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 by having students test their strategies on each other. Students can determine ways to integrate learning goals to their game. Also, they could take lessons from other players as well as their gamification techniques. You not only improve their connections to the information by turning them into instructors. They also learn by making the content an interactive process.


Platforms like Roblox and Minecraft don't have the capacity to be a platform for learning online, but they're really good examples of introducing design concepts to learners. They can build worlds and then build problems within them. However, even if you're developing something as intricate as Roblox, find ways to make your learners more empowered.


8. Combine gamification strategies


It is not necessary to stick to one method to gamify your e-learning course. Find out what strategies fit your needs, your class, and more crucially for your students. Utilizing layers of methods or diverse strategies in your classes helps keep the course interesting for your learners. If you develop clear and consistent gamification strategies will be more likely to keep learners engaged.


Maybe your points system helps in forming your leaderboard or you make use of rewards as part of 'leveling the playing field' for your students. It is possible to combine methods that tap into your learners' enthusiasm. You also give them multiple forms of feedback that encourage participation in your course.


How to make the gamification of e-learning successful


For making your e-learning gamification an enjoyable and helpful process, take a look at these suggestions:


- Make sure learners understand the software


The research suggests that one of the key steps in designing e-learning gamification is to make sure that students understand how to use the software you've created for your course and to play the games you've set up. If it's not clear that they understand, it's all nothing. Resist the temptation of over-gamification to learn the best way to create effective and accessible games that anyone can play.


Be sure to talk with your students for confirmation that they are aware of what systems or software you use. If you can do this, it helps learners become familiar with the equipment they'll require. It also helps build a relationship to your students that builds trust and increases motivation for them to take part in engaging in gamified e-learning.


- Meet your students


Gamification is most effective when it's customized to the learners of your group. It's not easy to individualize every activity, but it's also a good idea. Consider, for instance, figuring out what drives your students. Task-oriented learners may do well using gamification faster as opposed to performance-oriented students.


Use tools like surveys to get insights into your students. Surveys provide a quick method of determining what students like and dislike and what motivates them. You can use this information in determining how to make your courses more gamified.


Change your procedure


Using diverse methods in gamified e-learning helps engage more people. Learners can be guided by naturally motivated by their own experiences, as well as help them discover new ways to connect with the content.


But try not to use too many methods. Perhaps 2-3 different strategies will be sufficient. A lot of strategies could turn off your learners, or provide them with too much to adapt to. But mixing a few different methods that you are able to build on will be more helpful for keeping your course current and your students engaged.


Help your students


Gaming can be an exciting educational experience for your students. Depending on how much adjustment the students require, research has shown the importance of encouraging. The emotional support of students can increase the motivation of students. The effect carries over into their interactions not just in the way you game your class, as well as their interactions with their fellow learners in their community.


- - Encourage yourself!


When you incorporate gamification into your class, offer yourself some encouragement. Gamifying learning content is relatively modern. While gamification has likely been used for years however, the research behind it is barely more than a decade old. It's a novel method of learning within the new setting for learning. As you try these strategies concentrate on your achievements and take lessons from your failures. If you can do this, you increase your own self-efficacy just as gamifying e-learning improves the self-efficacy of your students.


Conclusion


E-learning gamification creates rich opportunities to enhance what students discover. The addition of game elements to your course gives learners the opportunity to engage in a more immersive experience, leading to enhanced performance.


Connecting gaming to your goals and engaging the students in collaborative interactions is not just helping students succeed; you will reap the reward of watching your students grow through fun learning experiences.


Try out these strategies on the Mighty Network to enhance your course and create awesome e-learning Experiences!