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SUMMING UP
Organisations are adapting/ continuing to adopt eLearning, currently at a rate of 13% per year
(a pace that is projected to stay consistent through 2017). 2015 holds the promise for
expansion of online training both from the learner's perspective and organisational context.
To learn how your organisation can benefit from eLearning/ mLearning or multi-device
learning, get in touch with us.
1. http://blog.gfk.com/2014/03/finding-simplicity-in-a-multi-device-world/
2. http://www.pcmag.com/image_popup/0,1740,iid=371072,00.asp
3. http://dotgroup.com.br/wp-content/uploads/2014/04/Gartner-2020-Trends.pdf
4. http://www.marketsandmarkets.com/PressReleases/augmented-reality-virtual-reality.asp
5. http://articles.economictimes.indiatimes.com/2015-01-16/news/58149756_1_edx-platform-moocs-indian-higher-education-
system
6. http://www.marketsandmarkets.com/Market-Reports/learning-management-systems-market-1266.html
7. http://www.researchandmarkets.com/research/3m6wpn/learning
8. http://www.ambientinsight.com/Reports/eLearning.aspx
9. http://www.gessdubai.com/news-center/press-releases/education-suppliers-turn-middle-east-e-learning-market-sees-revenues
10. http://www.techproresearch.com/downloads/wearables-byod-and-iot-current-and-future-plans-in-the-enterprise/
11. http://www.grandviewresearch.com/press-release/global-bring-your-own-device
12. http://www.ambientinsight.com/Reports/MobileLearning.aspx#section1
13. http://www.ambientinsight.com/Reports/MobileLearning.aspx#section3
14. http://w3techs.com/technologies/report/cp-flash
15. http://www.designbysoap.co.uk/html5-benefits-usage-and-predictions-infographic/
16. http://www.theverge.com/2015/1/27/7926001/youtube-drops-flash-for-html5-video-default
17. https://minecraft.net/
18. http://minecraftedu.com/
19. https://badgeville.com/wiki/case_studies#Deloitte
References
GAMES
GAME-BASED
LEARNING
GAMIFICATIONvs vs
Game-based
Learning
OBJECT
PLAYER(s)
Even numbers
·Odd numbers
GAME-BASED
LEARNING
Hopscotch can be used to teach odd and even
numbers by (a player(s)) using one-footed hops
when landing on odd numbers and two-footed
hops for even numbers. The turn continues until
the player(s) steps on a line or hops on
an incorrect number.
Games are just for fun,
and may or may not have
defined rules & objectives
Games have defined
learning objectives
May just be a collection of
tasks with points or some
form of reward
Winning and losing is a
part of the game
Losing may or may not be
possible because the
point is to motivate people
to take some action and
learn as an end result
Losing may or may not be
possible because the
point is to motivate people
to take some action and
do something.
Game play comes first,
rewards are secondary
Sometimes just playing
the game is intrinsically
rewarding
Being intrinsically
rewarding is optional.
Games are usually hard
and expensive to build
Are usually hard and
expensive to build
Gamification is usually
easier and cheaper
Story and scenes are part
of the game
Content is usually
morphed to fit the story
and scenes of the game
Usually game-like features
are added to the LMS or
any other system rather
than the content
Game Gamification
The video game that captivated thousands across the globe. The game has different elements, and
allows building constructions out of textured cubes in a 3D world. The game also provides arena for
exploration, gathering resources, crafting, and combat.
A New York City school teacher crafted a version of Minecraft for schools called MinecraftEdu. The
elements of the classic game were enhanced to support the learning environment. Text blocks were
added so that teachers could give students more context about whatever world that they created.
Deloitte's Leadership Academy, which uses rank, rewards, missions and leader boards as one of the
ways to encourage its employees and client companies to log on, take courses and continue corporate
training despite busy work schedules.
Game
Minecraft
GamIFICATION
Deloitte's
Leadership Academy
Game-based Learning
MinecraftEdu
OBJECT
PLAYER(s)
GAME
Hopscotch is played by (a player(s))
tossing an object into numbered
spaces of a pattern of rectangles
outlined on the ground and then
hopping or jumping through
the spaces to retrieve the object.
GAMIFICATION
Hopscotch, in a organisational context, is
gamification. The rectangles can be assumed
as levels, and the simple action of hopping
as the task achievements. When an employee
achieves a task, (s)he is given an
award/badge and taken to the next level.
·Organisational Level·Employee(s)
·Award/ Badge
A simple example of the popular game 'Hopscotch'
explains the difference between 3 seemingly similar yet
distinct terms – Game, Game-based Learning
and Gamification.
Infographic by
www.upsidelearning.com/custom

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Games vs Game-based Learning vs Gamification

  • 1. SUMMING UP Organisations are adapting/ continuing to adopt eLearning, currently at a rate of 13% per year (a pace that is projected to stay consistent through 2017). 2015 holds the promise for expansion of online training both from the learner's perspective and organisational context. To learn how your organisation can benefit from eLearning/ mLearning or multi-device learning, get in touch with us. 1. http://blog.gfk.com/2014/03/finding-simplicity-in-a-multi-device-world/ 2. http://www.pcmag.com/image_popup/0,1740,iid=371072,00.asp 3. http://dotgroup.com.br/wp-content/uploads/2014/04/Gartner-2020-Trends.pdf 4. http://www.marketsandmarkets.com/PressReleases/augmented-reality-virtual-reality.asp 5. http://articles.economictimes.indiatimes.com/2015-01-16/news/58149756_1_edx-platform-moocs-indian-higher-education- system 6. http://www.marketsandmarkets.com/Market-Reports/learning-management-systems-market-1266.html 7. http://www.researchandmarkets.com/research/3m6wpn/learning 8. http://www.ambientinsight.com/Reports/eLearning.aspx 9. http://www.gessdubai.com/news-center/press-releases/education-suppliers-turn-middle-east-e-learning-market-sees-revenues 10. http://www.techproresearch.com/downloads/wearables-byod-and-iot-current-and-future-plans-in-the-enterprise/ 11. http://www.grandviewresearch.com/press-release/global-bring-your-own-device 12. http://www.ambientinsight.com/Reports/MobileLearning.aspx#section1 13. http://www.ambientinsight.com/Reports/MobileLearning.aspx#section3 14. http://w3techs.com/technologies/report/cp-flash 15. http://www.designbysoap.co.uk/html5-benefits-usage-and-predictions-infographic/ 16. http://www.theverge.com/2015/1/27/7926001/youtube-drops-flash-for-html5-video-default 17. https://minecraft.net/ 18. http://minecraftedu.com/ 19. https://badgeville.com/wiki/case_studies#Deloitte References GAMES GAME-BASED LEARNING GAMIFICATIONvs vs Game-based Learning OBJECT PLAYER(s) Even numbers ·Odd numbers GAME-BASED LEARNING Hopscotch can be used to teach odd and even numbers by (a player(s)) using one-footed hops when landing on odd numbers and two-footed hops for even numbers. The turn continues until the player(s) steps on a line or hops on an incorrect number. Games are just for fun, and may or may not have defined rules & objectives Games have defined learning objectives May just be a collection of tasks with points or some form of reward Winning and losing is a part of the game Losing may or may not be possible because the point is to motivate people to take some action and learn as an end result Losing may or may not be possible because the point is to motivate people to take some action and do something. Game play comes first, rewards are secondary Sometimes just playing the game is intrinsically rewarding Being intrinsically rewarding is optional. Games are usually hard and expensive to build Are usually hard and expensive to build Gamification is usually easier and cheaper Story and scenes are part of the game Content is usually morphed to fit the story and scenes of the game Usually game-like features are added to the LMS or any other system rather than the content Game Gamification The video game that captivated thousands across the globe. The game has different elements, and allows building constructions out of textured cubes in a 3D world. The game also provides arena for exploration, gathering resources, crafting, and combat. A New York City school teacher crafted a version of Minecraft for schools called MinecraftEdu. The elements of the classic game were enhanced to support the learning environment. Text blocks were added so that teachers could give students more context about whatever world that they created. Deloitte's Leadership Academy, which uses rank, rewards, missions and leader boards as one of the ways to encourage its employees and client companies to log on, take courses and continue corporate training despite busy work schedules. Game Minecraft GamIFICATION Deloitte's Leadership Academy Game-based Learning MinecraftEdu OBJECT PLAYER(s) GAME Hopscotch is played by (a player(s)) tossing an object into numbered spaces of a pattern of rectangles outlined on the ground and then hopping or jumping through the spaces to retrieve the object. GAMIFICATION Hopscotch, in a organisational context, is gamification. The rectangles can be assumed as levels, and the simple action of hopping as the task achievements. When an employee achieves a task, (s)he is given an award/badge and taken to the next level. ·Organisational Level·Employee(s) ·Award/ Badge A simple example of the popular game 'Hopscotch' explains the difference between 3 seemingly similar yet distinct terms – Game, Game-based Learning and Gamification. Infographic by www.upsidelearning.com/custom