Wednesday, 27 June 2018

Exploring The Most Effective Uses Of Gamification In A Modern Learning Environment

Today, majority of e-learning and development professionals across the globe look for innovative methods to engage and retain maximum learners. For this, gamification serves as an optimal solution, thereby helping to boost learner interaction, desire to compete with others and goal achievement. So, e-learning gamification is defined as the use of game mechanics in a non-gaming context to motivate employees learn and engage more in the overall learning process.

How Has Gamification Reshaped Learning at Workplace?

Improved learner retention is the key factor driving the effectiveness of gamification in e-learning. When learners remember the information they access, apply it to real-world scenarios and then return to learn more, it leads to successful training outcomes. This is the ultimate achievement for modern organizations seeking for more benefits of gamified learning approach. Apart from learner engagement and behavioral development, another essential benefit of games is the need to capitalize its ability to transform the entire learning process. For this, serious games are embedded with e-courses along with the combination of narrations, challenges, scores, levels, achievements and other elements.

With digitization, serious games in e-learning have become the latest buzz and considered as the latest trend which is going mobile. Some of the effective uses of gamification include boosting learner engagement, developing a sense of achievement, monitoring progress and more. Games help to deliver an intuitive e-learning experience. For instance, dividing courses into levels is a great way to show employee progress, enabling learners to start from the basics and then get more complex with better understanding of the concept.

E-learning gamification is one of the most crucial aspects for long-term business strategy. It is the application of game mechanics such as motivation and recognition to cater to varied learning needs. For instance, a gamified solution can be designed for an insurance company where the business challenge is customer retention and the goal is to address desired behavioral change such as not putting customers on hold, good listening, stop call transferring and so on. For this, employees can be divided into teams, and participants can earn points or rewards on every successful resolution over the call. The company can then update individual team scores on the leaderboard so that employees can assess their own performance.

If gamification is considered as a set of tactics or strategies of learning, its most effective uses will be those that bring a positive change while catering to the pertinent learning needs within a modern training environment.

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