Gamification of e-learning involves adding game elements to corporate training programs to improve learning outcomes. By 2015, 50% of organizations will gamify aspects of their business and 40% of Global 1000 companies will use gamification as their primary training mechanism. Gamification reduces stress, actively engages learners, increases motivation, allows for better learning reinforcement, and appeals to natural human instincts. When implemented effectively for corporate training programs, gamification can result in better learning and higher productivity.
3. A Couple of Statistics…
By 2015, 50% of organizations
managing innovation processes will
gamify aspects of their business.
Sources - Gartner Report and Pew Research
b
a
Accordingly, by 2015, 40 percent of Global
1000 organizations will use gamification
as the primary mechanism to transform
business operations.
5. The process of adding games or game-like
elements to something as a task so as to
encourage participation.
(Merriam-Webster)
But, what’s gamification?
10. a) Learning takes place in a stress-free
environment
b) Learners are actively involved in the
learning process
c) Motivation levels are much higher
d) Reinforcement of learning can be done
better, and most importantly
e) Gamification appeals to our natural
instincts
Because
18. Studies reveal that learners
recall just 10% of what they
read and 20% of what they
hear. If there are visuals
accompanying an oral
presentation, the number
rises to 30%,and if they
observe someone carrying out
an action while explaining it,
they absorb 50%. But learners
remember 90%, if they do the
job themselves
19.
20. Your people are much more than data
processing machines. Aren’t they?
They help break the
monotony of learning.
24. Wouldn’t an employee feel happy, when his
company announces on its Intranet that he has
scored the highest number of points in a game
designed to test knowledge on safety norms?
31. I’m sure most us think alike (at least when it
comes to bland digital courses).
I prefer playing baseball to going through a 30 minute online
course.
37. a. The definition of gamification
b. The benefits of using games in training
i. Learning takes place in a stress-free environment
ii. Learners are actively involved in the learning process
iii. Motivation levels are much higher
iv. Reinforcement of learning can be done better
v. Gamification appeals to our natural instincts
c. A few organizations using gamification