1. Gamification
eLearning 20 – 20 Stay ahead of the Game!
An Coppens
Chief Game Changer
Gamification Nation
2. What is gamification?
Gamification (pronounced game-i-fi-ka-tion)
is the application of game dynamics, game psychology
and game mechanics to non-game situations and
applications
6. Games help retention
Study by Traci Sitzmann of University of Colorado Denver
Business School:
The engagement of the
learner in the game leads to
learning
8. Gamified LMS stats
72% of learners strongly prefer gamification in their
LMS
E-Learning platform interactivity and participation can
be increased by placing social sharing support
functionalities
Add point accumulating opportunities for activities like
reading, writing, sharing course reviews and vote for
content. Learners want points for all interactions!
Source: Talent LMS
9. Gamified LMS stats
Updated leaderboards with learner avatars and their
points (50%) and badges (60%), with a special mention
of WHY they earned these points are also desired.
Community recognition (62%) and challenges to
achieve recognition are desired (82%) as well as
access to exclusive content (78%)
Techniques like progressing to different levels, scores,
real time performance feedback and activity feeds are
in demand.
Source: Talent LMS
14. Motivational drivers
1. Epic meaning and calling
2. Development and achievement
3. Empowerment of creativity and feedback
4. Ownership and possession
5. Social influence and relatedness
6. Scarcity and impatience
7. Unpredictability and curiosity
8. Loss and avoidance
Source: Octalysis framework by Yukai Chou
17. • Show their
journey
• Progress
tracking
• Time or
percentage
18. Celebrate!
You have earned the right
to skip to end of content,
The quiz or simulation
showed you know your stuff!
Pre-course questionnaire to identify course starting point
24. Download my ebook
http://bookboon.com/en/gamification-in-business-ebook
25. Useful resources
www.gamification.co
www.enterprise-gamification.com
Octalysis: www.yukaichou.com
Wiki on gamification: www.gamification.org
Courses: Coursera, Udemy, iVersity
My blog and online courses:
www.gamificationnation.com
26. LEARNING = FUN
Thank you for playing
Keep in touch via @GamificationNat
www.gamificationnation.com
Hinweis der Redaktion
How to use gamification on Learning Management Systems and the challenges faced by organisations. What demographics affect gamification uptake and how can these problems be mitigated? How important is it to make gamification strategic and linked to learning?
+Q&A
study done by Traci Sitzmann, an assistant professor of management at the University of Colorado Denver Business School, found that "employees trained on video games learned more factual information, attained a higher skill level and retained information longer than workers who learned in less interactive environments." She found that games provided a high level of instruction, but she also noted that it wasn't just dependent on the game per se, but the interactivity or the elements that make the game engaging. In other words, the engagement of the learner in the game leads to learning.
Top Gamified Learning Management System Stats
72% of learners strongly prefer gamification in their learning management systems.
E-Learning platform interactivity and participation can be increased by placing social sharing support functionalities AND add point accumulating opportunities for activities like reading, writing, sharing course reviews and vote for a content). Learners want points for all interactions! Currently 83% don’t bother sharing content at all in e-learning sites, while 75% occasionally do so in other sites like Amazon and Netflix.
Updated leaderboards with learner avatars and their points (50%) and badges (60%), with a special mention of WHY they earned these points are also desired. Community recognition (62%) and challenges to achieve recognition are desired (82%). Techniques like progressing to different levels, scores, real time performance feedback and activity feeds are in demand. Narrative fiction and its related features are least favored.
Rewards like discounts on new content/courses (69%) and access to exclusive content (78%) are also requested.
Online competitions need a facelift. 25% of learners have an affinity for them, while most users (60%) find them “sometimes fun”. This is an excellent opportunity to leader learners towards life-long learning and contributing to a growing knowledge managing community.
The Talent LMS learning community has spoken
Source Talent LMS
As opposed to games, where easy levels teach you the game interactions and mechanics in work you have a number of people coming at it from different experience points and you want to find a level playing ground