Gamification is able to support all learning stages of its employees or students, encourages and stimulates general involvement and redemption. Gamification is a strategic tool
to increase the engagement, learning skills and interaction of their students or employees during training projects.
Ecosystem Interactions Class Discussion Presentation in Blue Green Lined Styl...
Benefits of Using Gamification in eLearning
1.
2. A recent survey shows that the use of
Gamification in human resources is useful for 85%
of Italian companies
44%
43%
affirms that it stimulates
the creativity and
involvement of
employees and
candidates
because it introduces
a new way of living
work
85%
Source Randstad - HR Trends and Salary Report 2017
3. What is
Gamification?
Gamification is the use of elements
( p o i n t s , b a d g e s , a w a r d s a n d
leaderboards, etc.) and mechanics
typical of games, in context external
to games.
The purpose of Gamification is to stimulate
participation, engagement and loyalty,
by activating motivational levers such as
recognition, emulation, security, sociability,
intellectual stimulation.
Encouraging competition and achieving
results, the use of Gamification can be a
winning tool to increase employees and
in particular sales force’s productivity.
4. 4
Gamification’s scope is to BUILD motivational
LEVERS to define a model of digital
involvement.
It can be used to add value to your products,
to foster relationships by changing habits, to
foster skills development and to drive
innovation.
Gamification’s recipients can be students,
teachers, employees, customers or
communities of interest..
The magic
word?
Motivation
`
5. Which are
Gamification’s
real advantages
for e-learning?
Gamification is able to support all
learning stages of its employees
or students, encourages and
stimulates general involvement
and redemption.
With Gamification every company
will be able to:
• Stimulate informal learning, offering
educational content in an innovative and
fun way
• Strengthen user engagement with
feedback aimed at improving one's
performance
• Encourage your students' progress by
leveraging on their motivation
• Facilitate learning process and ability to
remember even the newest concepts
• Allow new hires to acquire necessary
information to become productive
members of the organization in the
shortest possible time
6. Gamification
is a
strategic tool
to increase the engagement,
learning skills and interaction of
their students or employees during
training projects.
• Create a layered path with
leaderboards generating a process of
healthy competition and therefore a
greater involvement
• Promote the increase in interactivity,
thanks to the reward mechanism that
pushes users to achieve their goal
• Increase the level of awareness on
your own training path and the training
objectives achieved
And moreover it will:
7. 01 POINTS
IMMEDIATE awards that are obtained from the commitment to
behave as desired
03 BADGE Emblems that identify the execution of specific activities
04 LEADERBOARDS
They are used to represent the participants and their
position within the competition
02 PROGRESSION Graphical representation of user progress as they complete tasks
Elements for a game design project
9. OBJECTIVES
Cisco has invested in a global training
program to improve the skills and social
presence of his employees.
But how? Relying on particular recreational-
training paths, designed by degrees and to
adapt better to previous knowledge and the
objectives of individuals.
ASPIRE
E-learning - Training
RESULTS
Since they have used the logics of
Gamification, over 650 employees have
achieved more than 13,000 certifications in
the field of social media.
Aspire is a
training
program used
by Cisco, a
multinational
company
specialized in
networking
equipments
supply.
10. OBJECTIVES
Duolingo’s goal is to let users learn one or
more languages by applying the logics of
Gamification.
Lessons are developed as a game and you
can set daily goals. Different stages are
interactive and include writing, listening and
pronunciation exercises.
Lessons are presented through a "skill tree".
Finally scoring system allows to "unlock"
gradually higher levels through which users
can progress.
DUOLINGO
E-learning - Training
RESULTS
Duolingo boasts about 20,000,000 active
users. A study estimated that 34 hours on
Duolingo allows a US student on a beginner's
course, which requires in total more than 130
hours, to read and write.
1
Duolingo is a
language learning
method and a
crowdsourced text
translation
platform. The
program is
designed in such a
way that users
learn through the
lessons, and at the
same time help to
translate websites
and other
documents.
11. OBJECTIVES
The platform offers online courses on JavaScript
programming and more. Lessons are divided into
a series of exercises that put into practice the
so-called learning-by-doing program.
The system uses game elements, such as
progress bars, points and badges to show the
progress of the knowledge acquired during the
training course; each user can visualize this
information graphically in his personal profile
and have a real time feedback on his progress.
CODECADEMY
E-learning - Training
RESULTS
Already in the first year registered users have
reached 24 million mark and the number of
completed exercises exceeds 100 million.
Codecademy is
an online
interactive
platform that
offers free coding
classes in 12
different
programming
languages. The
site has received
positive reviews
from the New York
Times
and TechCrunch.
12. OBJECTIVES
Kahoot! was realized to create in a simple
and entertaining way questionnaires,
tests, quizzes and tests to be offered to the
students. The platform is accessible with any
mobile devices, so it is a valid support in the
cases you do not have an available
computer lab.
KAHOOT!
E-learning - Gamification in teaching / learning
processes
RESULTS
Boys were kidnapped by the game,
especially by the fact that you immediately
know who responds correctly, who is the
fastest to respond and the related score, thus
spurring to a healthy competition.
It’s also interesting that the homework’s
grades in class have improved.
Kahoot! is a
game-based
learning platform
used in
classrooms,
offices and social
facilities. By
signing up you
can start creating,
playing and
sharing engaging
quizzes about any
topic.
14. What is it?
Playoff is a powerful and innovative
Gamification platform that helps you
to introduce easily competition,
rewards, progress bars, incentives and
leaderboards in all the projects in which
you need to engage and motivate your
users.
Playoff aims to empower people to use
gamification as an effective strategic
tool by breaking down the technical
barriers that often hinder the adoption of
gamification.
15. Who is using the platform?Thanks to its agnostic
nature Playoff’s target
audience is global. Medium
and Large Enterprises use
Playoff as a strategic tool
t o i n t r o d u c e a n
engagement strategy in all
their projects, both for
employees and customers.
The use case scenarios are primarily in the HR solutions
that increase the employee engagement in companies
ranging from a small to an enterprise level company,
customer engagement with the loyalty programs on
websites or app and in the field of employer training
within insurance companies.
Playoff provides an ideal solution also for Small
Companies that need to introduce a gamification
strategy into their systems (app, website, software) but
don’t have the time to have their own team of
developers build a gamification platform from the
ground up.
16. How does it work?
`
Playoff lets you fine tune your engagement strategy
without deploying a single line of code.
Thanks to its REST API, Playoff can be easily
integrated with almost any existing software,
platform or mobile app.
If you have an existing software or process that you
would like to add a layer of gamification to and you
don’t have the time to have your own team of
developers look into it, then Playoff provides an ideal
solution.
Playoff allows you to construct your gamification
experience tailored to your business process.
It gives you immense flexibility and power to design,
prototype and revise your game design over time.
See Playoff in action
No credit card required
17. TRUSTED BY
You’re in good company
“"We boosted engagement both in
B2C and internal processes. I really
appreciated its agnostic nature.””
M. Pillitu, IT Architect, Generali
Insurance
“Complete, powerful and effective.
Perfect for Gamifying Enterprise
Intranet.”
G. Celentano, Technical Manager,
Teorema IT Company