Gamification has emerged as a significant trend in the field of learning and development in the past few years. By gamifying learning, you can harness the power of what people inherently love to do—have fun. But what is gamification and how can it be used effectively to motivate and engage learners?
Co-hosted by Paula Yunker, with 30+ years of instructional design experience—this webinar will explore what gamification is and how gamification can be used to create more meaningful, engaging and interactive eLearning experiences. We’ll discuss how you can create eLearning courses using principles of gamification that fit with your budget and we’ll also share examples of how organizations have successfully used gamification.
Topics covered are as follows. To listen to the recorded webinar, please visit: http://www.lambdasolutions.net/?p=6874
-What gamification really is
-The difference between learning games and gamification
-Using gamification to engage learners
-Getting started with gamification – what you need to know
-Six ways to incorporate elements of gamification regardless of your budget
-Successful examples of gamification in learning
Speakers: Paula Yunker, Managing Partner and instructional designer, Limestone Learning; Sean Hougan, Marketing Coordinator, Lambda Solutions
3. Agenda
1. Lambda Solutions and Limestone Learning
2. What gamification really is
3. The difference between learning games and gamification
4. Using gamification to engage learners
5. Getting started with gamification – what you need to know
6. Six ways to incorporate elements of gamification regardless
of your budget
7. Successful examples of gamification in learning
8. Q & A
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10. Definition
The concept of using game
design elements, game
mechanics and game
thinking in non-game
contexts to make learning
more compelling.
Gamification appeals to our need for social connection,
learning, mastery, competition achievement and status.
11. Gamification Components - Examples
Game design element examples:
fixed rules, negative consequences,
ranks, player effort, reputation, 3
dimensional environments,
validation of outcome (rewards/
consequences), variable outcomes.
Game mechanics examples: points, leaderboards, levels, rewards,
time constraints.
Game thinking examples: storytelling, narrative, challenges,
quests.
13. How Are They Different?
Gamification - Turns the entire
learning process into a game.
Learning games - Use games as
part of the learning process; the
game relates directly to a
learning objective.
Both aim to achieve the same goal – to engage and
motivate learners however…
14. More About The Differences
Source: http://www. gamification.org/education
Games Gamification
Games have defined rules &
objectives.
May just be a collection of tasks with points or some
form of reward.
There is a possibility of losing. Losing may or may not be possible because the
point is to motivate people to take some action and
do something.
Sometimes just playing the game is
intrinsically rewarding.
Being intrinsically rewarding is optional.
Games can be hard and expensive to
build.
Gamification is usually easier and cheaper.
Content is usually morphed to fit the
story and scenes of the game.
Usually game like features are added without
making too many changes to your content.
15. • Is the difference between game-based learning and
gamification clear?
– Yes
– No
If No, please ask question in sidebar
Poll #3
16. Did you know?
• In a University of Colorado Denver study
learners scored 14% higher after completing
gamified eLearning courses.
• Over 75% of people in North America are
gamers.
• Gen Y contributes significantly to the gaming
industry which will be worth over $112 billion
globally by 2015.
17. Karl Kapp’s Words…
“Gamification is much more than
just adding rewards, points, and
badges to processes to motivate
people – it’s the instructional
method, and not just the delivery
system, that provides the elements
for learning in a game situation.”
19. • Gamification isn’t about games; it’s
about the learners.
• It isn’t about knowledge but
behaviour.
• The motivational techniques in
games is used for life/job-applicable
learning.
• It allows quick feedback of progress/
communication of goals.
What You Need to Know
20. • Points
• Challenges, badges, achievements
Leaderboards
• Levels
• Time-based activities
• Continual and immediate feedback
• Stories and characters
• Freedom to fail
Gamification Components Explained
21. Gamification Best Practices
1. Identify success criteria first
2. Seriously consider alternatives
3. Create a tie to business needs
4. Create a story/context
5. Use science to advance learning
6. Make scoring and winning
transparent
From 10 Best Practices for Implementing Gamification by Karl M. Kapp,
February 2014
22. Gamification Best Practices (cont.)
7. Keep the rules simple
8. Keep leaderboards small
9. Use levels and badges
appropriately
10. Playtest the gamification
experience
Monitor learner progress (bonus)
From 10 Best Practices for Implementing Gamification by Karl M. Kapp,
February 2014
23. Six Ways to Incorporate Elements of Gamification
24. Gamifying your eLearning projects!
1. Break content up
2. Incorporate storytelling
3. Use a reward system
4. Create graded levels
5. Track scores/achievements
6. Create branching scenarios
26. Some Successful Learning Examples
• Marriott Hotels
• The World Bank Institute
• iCivics
• Foldit
• Deloitte Leadership Academy
27. A Few Last Thoughts…
“When you get right down to it, the
goals of both Gamification and learning
games are relatively the same. Serious
games and gamification are both trying
to solve a problem, motivate, and
promote learning using game-based
thinking and techniques.”
Karl Kapp
28. • What topics do you want us to explore in greater depth for
future webinars?
Poll #4
Paula has extensive experience in the fields of adult education, performance management and project management. Working in the industry for over 30 years, Paula has provided innovative and relevant learning solutions to small business, corporate clients, and government agencies in a variety of industries. Applying her expertise in training needs analysis, instructional design, learning evaluation, and project management, Paula’s learning solutions, tools and processes have measurably enhanced employee performance. She has also facilitated lively and informative training and conference sessions across Canada and the U.S. She is a member of the Association for Talent Development (formerly ASTD), the Canadian Society for Training and Development (CSTD) and holds Kirkpatrick learning evaluation certification.
Sean: Specializing in marketing communication, Sean is passionate about helping organizations find their voice and market through writing. Focused on e-Learning solutions, Sean believes that online education is the next frontier in transforming teaching practices so that high-caliber education is accessible for all. Sean dreams of being a perpetual learner and finds any opportunities she can to expand her knowledge base.
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