The Concept of Gamification in eLearning
Gamification elements offer fun, challenges, and new prospects. Gamification in e-learning attracts, inspires, and enables students to achieve higher goals voluntarily. Gamification in e-learning is the favorite and innovative way to teach new lessons and conduct training more effectively and attractively.
Although the game should be fun, it is more than just entertainment. We will say, just a little more exciting. Students realize new concepts, make strategic choices, get instant solutions, and voluntarily re-engage after failed tries. However, the success of Gamification depends on the plans that support it. Here’s how to make it work for eLearning:
Games drive reflective engagement, which leads to improved retention and behavior change.
The Content and Reason of Gamification:
To some extent, everyone wants to play the game. In the schooling environment, games provide fun, contests, and prospects. Another beneficial element of Gamification in learning consists of:
- Good learning engagement
- Immersive teaching approach
- Good memorizing
- Better retention
“Not bad… You’re Good… Keep Going; in fact, it is great!” When you get these remarks every day, you will recognize that you have effectively gamified eLearning. Students found that they were so enthralled in the exercise that they were satisfied when they won medals, trophies, and rewards when the exercise ended. Gamification is a simple thought that can produce good results. Built into other e-learning frameworks, Gamification utilizes game elements (for example, points, levels, and scoreboards) and uses them simultaneously for inspiration and learning.
Game mechanics: Gamification uses game-based problem-explaining methods rather than simple facts and information.
Gamification in e-learning is very effective. When Gamification is used in schools, good results have also increased. As said above, valuable Gamification in online learning has nothing to do with building games. Gamification uses a game mechanism with interactive components in the experience.
Scores and Leaderboards
Scores can be related to required indicators, such as 10 points out of 20 points. Here, students are rebellious against a recognized goal. Or they can become part of a scoreboard, where the scores of students are compared with the scores of other students participating in the same class.
Labels, medals, and trophies
When students get a positive number of points because they observed all the videos in a specific module, they can get labels, medals, and trophies depending on the score. This is a standard pact that students are familiar with and use in other areas of life, like their favorite video games or even complimentary food vouchers. The formula is the same when earning more points, getting a free coffee, learning more, and getting medals; these types of rewards are great incentives.
Visual feedback
Getting an instant result is a vital part of most games. This is why fans of sports events like consoling or jeering so much. Similarly, you can introduce achievement badges and progress bars to show feedback to students and let them know they are moving forward with impressively good results or average performance.
Rewards
For superfluous motivation of students to accumulate more points and badges, build prizes that can be attained after reaching a positive result, offer gift cards, dinner vouchers, or game subscriptions as rewards. These prizes will drive more participation by giving them a chance to win tangible prizes.
Gamification in E-Learning Tools
We perform comprehensive market research to list the top e-learning gamification tools. Our research also includes several important aspects, including pricing, reviews, and gamification abilities.
LMS Experts
Facilitating educators, teachers, executives, and administrators to provide LMS-based services seamlessly. With LMS Experts, everybody can learn anytime, anywhere. It’s a fully customized WordPress-based LMS service to enhance the performance of students, teachers, and lecturers worldwide. Build your personalized e-learning management system with LMS experts and deliver superfluous real-world knowledge about the subject more excellently than old-style tutoring.
LearnDash
LearnDash is one of the leading, affordable, and feature-rich solutions for building e-learning courses. Chosen as one of the best eLearning tools by top organizations! Many leading platforms use it alone or with different addons to enhance the capacity and performance.
Talent LMS
TalentLMS is a complete course builder system with an easy and handy dashboard. All essential functions are accessible, including different types of presentations and documents, valuations and quizzes, sharing courses for non-registered users, and more. This OSS-based gamification tool is a favorite on the list because of its robust features, which can help teachers create online learning with enjoyable and engaging content.
Tovuti LMS
Tovuti is a contemporary, cloud-based, entirely gamified LMS that supports rewards systems like badges, teams, leaderboards, and certifications. It is best for exciting content creation for all types of online courses and learning material.
Chamilo
Chamilo offers extensive learning resources to thousands of students around the world and provides multiple functions for free. Educators can easily build exercise courses, gamify them with digital rewards, points, trophies, and much more.
MyCredLearndash
myCredLearndash FREE add-on enables users to spend and earn rewards and points on successful courses, subjects, and quizzes. Build your personalized courses with the Learndash plugin and download MyCred-Learndash to do the rest. Quickly achieve students’ performance and point balances from an exclusive dashboard. This addon allows automatically rewards points to the student and is powered by selected myCred hooks to reward them with points every time they accomplish a chapter, quiz, or course.
GamiPress with Tutor LMS
Now gamify any LMS with Gamipress exclusive gamification; the addon will routinely connect GamiPress with Tutor LMS and add new exercises and events. Complete any questionnaire-when the student completes any exams, monthly quiz, or a chapter-specific questionnaire.
Benefits Of Gamification In E-Learning
So far, it is clear that adding Gamification to the learning program has a bunch of benefits. But to check, have a look at five main benefits of Gamification in eLearning content:
(i) Let the Students Play
Many of us spend lots of time playing games, and everyone is fully involved. Similarly, Gamification in the school is only as valuable as the number of students who use it. Set the time for students to contribute to the game, such as sign in and post pictures into their accounts. Also, don’t let it become heavy, allow them sufficient time and space resources to enjoy the activities. When they are in the gaming space, they shouldn’t worry about other homework and deadlines.
(ii) Entertainment and Fun Learning
Awarding your e-learning course as an enjoyable exercise rather than as a traditional homework or test preparation because “gamification” reduces any sense of intimidation. Acquire a new unknown talent with daily activities. Although the risk of passing or failing a course is high (depending on the topic), Gamification can help lessen the pressure to produce excellent results instead of allowing students to do their best. Gamification can encourage students to surpass their own scores or advance to the next level,
(iii) Around-the-clock Learning
When students feel that they can score higher, they are also more likely to revisit the course module, which means they are more prospective to learn more through repetition. And learn their chapters with more winning tactics. By increasing the prospects for students to cooperate with the course, rather than inactively accepting the content, they are more likely to participate in the exam with better understanding and meaningful conception.
(iv) Curious for the next level
One of the greatest examples of Gamification in e-learning is based on park maps. Each area of the game has different learning goals and objectives. But what makes this all so interesting is that he can do it in any order he wants. If they want to unlock new courses, they have to clear the existing stage successfully! This simple race makes the course more interesting.
(v) Certificate
A certificate is proof of our hard work and payoff to their learning. It’s physical proof of a student’s skill set, and students love them. Although not the most exciting way to gamify the curriculum, it is a great way to develop students’ inner motivation.
The imminent of eLearning
In the coming years, virtual reality and augmented reality, these two features may also become common parts of commercial Gamification. These two kinds of gamification place students in a completely different place (VR) or enhance their environment (AR) to provide instant learning simulation and tackle their problems instantly. These formats allow students to attend their classes in a real classroom environment with a better learning perspective.
Wrapping Up!
At this point in technology, many learning centers are gamified. From schools to coaching and high schools to universities consistently introducing win gold stars and rewards schemes. In a progressively digital age, knowing how to use game-like elements can enhance students’ ability and build high-quality e-learning content while enabling teachers to keep up with the modern needs of students.
The reputation of Gamification in e-learning continues to grow. Gamifying the learning involvement through badges, points, trophies, competitions, and scoreboards will keep students in a friendly competition. Building gamified learning can be thought-provoking, but if you know your educational curriculum and core learning points of courses, then it’s just a matter of the right people with complementary roles.
Author Bio:
Aijazz is a Digital Content Producer MyCred. On a mission to publish technology and digital marketing blogs, articles, and whitepapers for the world’s leading publisher. Outside of work, he loves hiking with friends.