{"id":81316,"date":"2020-06-09T17:04:44","date_gmt":"2020-06-09T15:04:44","guid":{"rendered":"https:\/\/www.quiddis.com\/?p=81316"},"modified":"2021-01-28T10:24:56","modified_gmt":"2021-01-28T09:24:56","slug":"10-ways-to-use-gamification-in-elearning","status":"publish","type":"post","link":"https:\/\/www.quiddis.com\/en\/10-ways-to-use-gamification-in-elearning\/","title":{"rendered":"10 Ways to use gamification in eLearning"},"content":{"rendered":"<p><span style=\"font-weight: 400;\">When designing <\/span><b>eLearning content<\/b><span style=\"font-weight: 400;\">, <\/span><b>gamification <\/b><span style=\"font-weight: 400;\">strategies could come in handy to enhance the <\/span><b>engagement and motivation <\/b><span style=\"font-weight: 400;\">level of students who are using the training platform.\u00a0<\/span><\/p>\n<p><b>What <\/b><span style=\"font-weight: 400;\">exactly <\/span><b>gamification <\/b><span style=\"font-weight: 400;\">stands for and <\/span><b>how <\/b><span style=\"font-weight: 400;\">can it be used to make <\/span><b>more effective courseware<\/b><span style=\"font-weight: 400;\">? Keep reading the article to find out.\u00a0<\/span><\/p>\n<p>&nbsp;<\/p>\n<div id=\"ez-toc-container\" class=\"ez-toc-v2_0_81 counter-flat ez-toc-counter ez-toc-grey ez-toc-container-direction\">\n<div class=\"ez-toc-title-container\"><p class=\"ez-toc-title\" style=\"cursor:inherit\"><\/p>\n<\/div><nav><ul class='ez-toc-list ez-toc-list-level-1 ' ><li class='ez-toc-page-1'><a class=\"ez-toc-link ez-toc-heading-1\" href=\"https:\/\/www.quiddis.com\/en\/10-ways-to-use-gamification-in-elearning\/#GAMIFICATION_A_DEFINITION\" >GAMIFICATION: A DEFINITION<\/a><\/li><li class='ez-toc-page-1'><a class=\"ez-toc-link ez-toc-heading-2\" href=\"https:\/\/www.quiddis.com\/en\/10-ways-to-use-gamification-in-elearning\/#GAMIFICATION_STRATEGIES_AND_HOW_TO_APPLY_THEM_TO_ELEARNING\" >GAMIFICATION STRATEGIES AND HOW TO APPLY THEM TO ELEARNING<\/a><\/li><li class='ez-toc-page-1'><a class=\"ez-toc-link ez-toc-heading-3\" href=\"https:\/\/www.quiddis.com\/en\/10-ways-to-use-gamification-in-elearning\/#ACHIEVEMENTS\" >ACHIEVEMENTS<\/a><\/li><li class='ez-toc-page-1'><a class=\"ez-toc-link ez-toc-heading-4\" href=\"https:\/\/www.quiddis.com\/en\/10-ways-to-use-gamification-in-elearning\/#COMPLETENESS_METER\" >COMPLETENESS METER<\/a><\/li><li class='ez-toc-page-1'><a class=\"ez-toc-link ez-toc-heading-5\" href=\"https:\/\/www.quiddis.com\/en\/10-ways-to-use-gamification-in-elearning\/#BADGES\" >BADGES<\/a><\/li><li class='ez-toc-page-1'><a class=\"ez-toc-link ez-toc-heading-6\" href=\"https:\/\/www.quiddis.com\/en\/10-ways-to-use-gamification-in-elearning\/#REWARDS\" >REWARDS<\/a><\/li><li class='ez-toc-page-1'><a class=\"ez-toc-link ez-toc-heading-7\" href=\"https:\/\/www.quiddis.com\/en\/10-ways-to-use-gamification-in-elearning\/#UNLOCKABLE_CONTENTS\" >UNLOCKABLE CONTENTS<\/a><\/li><li class='ez-toc-page-1'><a class=\"ez-toc-link ez-toc-heading-8\" href=\"https:\/\/www.quiddis.com\/en\/10-ways-to-use-gamification-in-elearning\/#LEADERBOARDS\" >LEADERBOARDS<\/a><\/li><li class='ez-toc-page-1'><a class=\"ez-toc-link ez-toc-heading-9\" href=\"https:\/\/www.quiddis.com\/en\/10-ways-to-use-gamification-in-elearning\/#_TEAM_GOALS\" >\u00a0TEAM GOALS<\/a><\/li><li class='ez-toc-page-1'><a class=\"ez-toc-link ez-toc-heading-10\" href=\"https:\/\/www.quiddis.com\/en\/10-ways-to-use-gamification-in-elearning\/#TIMERS\" >TIMERS\u00a0<\/a><\/li><li class='ez-toc-page-1'><a class=\"ez-toc-link ez-toc-heading-11\" href=\"https:\/\/www.quiddis.com\/en\/10-ways-to-use-gamification-in-elearning\/#AVATARS\" >AVATARS<\/a><\/li><li class='ez-toc-page-1'><a class=\"ez-toc-link ez-toc-heading-12\" href=\"https:\/\/www.quiddis.com\/en\/10-ways-to-use-gamification-in-elearning\/#SIMULATIONS\" >SIMULATIONS<\/a><\/li><\/ul><\/nav><\/div>\n<h4><span class=\"ez-toc-section\" id=\"GAMIFICATION_A_DEFINITION\"><\/span><b>GAMIFICATION: A DEFINITION<\/b><span class=\"ez-toc-section-end\"><\/span><\/h4>\n<p><b>Gamification <\/b><span style=\"font-weight: 400;\">can be defined as a <\/span><b>set of rules<\/b><span style=\"font-weight: 400;\"> borrowed from the <\/span><b>world of games<\/b><span style=\"font-weight: 400;\"> which have the objective of applying <\/span><b>game mechanics<\/b><span style=\"font-weight: 400;\"> to activities that have nothing to do with the game. In general, gamification dynamics are used in <\/span><b>training <\/b><span style=\"font-weight: 400;\">to achieve students\u2019 <\/span><b>involvement <\/b><span style=\"font-weight: 400;\">and increase knowledge <\/span><a href=\"https:\/\/www.quiddis.com\/en\/memory-knowing-how-it-works-to-enhance-it-part-2\/\" target=\"_blank\" rel=\"noopener noreferrer\"><b>retention<\/b><\/a><span style=\"font-weight: 400;\">.\u00a0<\/span><\/p>\n<p><span style=\"font-weight: 400;\">However, it seems important to clarify that the use of gamification strategies in e-learning does not only imply the <\/span><b>creation of game-like lessons<\/b><span style=\"font-weight: 400;\">: these techniques are mostly applied at <\/span><b>courseware organisation level <\/b><span style=\"font-weight: 400;\">\u00a0&#8211; namely at <\/span><b>Instructional Design <\/b><span style=\"font-weight: 400;\">level &#8211; and not always as part of the lesson content elements.\u00a0<\/span><\/p>\n<p>&nbsp;<\/p>\n<h4><span class=\"ez-toc-section\" id=\"GAMIFICATION_STRATEGIES_AND_HOW_TO_APPLY_THEM_TO_ELEARNING\"><\/span><b>GAMIFICATION STRATEGIES AND HOW TO APPLY THEM TO ELEARNING<\/b><span class=\"ez-toc-section-end\"><\/span><\/h4>\n<p><span style=\"font-weight: 400;\">How can we <\/span><b>apply <\/b><span style=\"font-weight: 400;\">those<\/span><b> gamification strategies <\/b><span style=\"font-weight: 400;\">to our <\/span><b>training program<\/b><span style=\"font-weight: 400;\">? There are <\/span><b>different ways <\/b><span style=\"font-weight: 400;\">to do that, in relation to <\/span><b>different needs and objectives<\/b><span style=\"font-weight: 400;\">, but always keeping an eye on improving students\u2019<\/span><b> engagement and motivation<\/b><span style=\"font-weight: 400;\">.\u00a0<\/span><\/p>\n<ul>\n<li>\n<h5><span class=\"ez-toc-section\" id=\"ACHIEVEMENTS\"><\/span><b> ACHIEVEMENTS<\/b><span class=\"ez-toc-section-end\"><\/span><\/h5>\n<\/li>\n<\/ul>\n<p><span style=\"font-weight: 400;\">The first and easiest way to exploit <\/span><b>game-like dynamics <\/b><span style=\"font-weight: 400;\">in training is to present <\/span><b>learning objectives<\/b><span style=\"font-weight: 400;\"> as <\/span><b>achievements <\/b><span style=\"font-weight: 400;\">to reach during the<\/span><b> learning process<\/b><span style=\"font-weight: 400;\">. In order to motivate the student, they should always be <\/span><b>available <\/b><span style=\"font-weight: 400;\">and there should be a <\/span><b>visual representation<\/b><span style=\"font-weight: 400;\"> of each one <\/span><b>achieved<\/b><span style=\"font-weight: 400;\">.\u00a0<\/span><\/p>\n<ul>\n<li>\n<h5><span class=\"ez-toc-section\" id=\"COMPLETENESS_METER\"><\/span><b> COMPLETENESS METER<\/b><span class=\"ez-toc-section-end\"><\/span><\/h5>\n<\/li>\n<\/ul>\n<p><span style=\"font-weight: 400;\">Directly related to <\/span><b>achievements<\/b><span style=\"font-weight: 400;\">, another gamification strategy could be presenting the <\/span><b>content of a course or lesson<\/b><span style=\"font-weight: 400;\"> using <\/span><b>progress bars<\/b><span style=\"font-weight: 400;\"> and a feature called \u201c<\/span><b>Completeness Meter<\/b><span style=\"font-weight: 400;\">\u201d, which shows the <\/span><b>percentage of completion <\/b><span style=\"font-weight: 400;\">of each task. Once again, this <\/span><b>exploit <\/b><span style=\"font-weight: 400;\">the <\/span><b>motivational <\/b><span style=\"font-weight: 400;\">factor of having a <\/span><b>visual representation<\/b><span style=\"font-weight: 400;\"> of the learning path: seeing <\/span><b>progresses and results<\/b><span style=\"font-weight: 400;\"> helps students to keep<\/span><b> motivated and focused<\/b><span style=\"font-weight: 400;\">, by letting them envision the <\/span><b>final achievement<\/b><span style=\"font-weight: 400;\"> and <\/span><b>associating <\/b><span style=\"font-weight: 400;\">it to <\/span><b>past acts of completion<\/b><span style=\"font-weight: 400;\">, somehow <\/span><b>anticipating the endorphins rush<\/b><span style=\"font-weight: 400;\">.\u00a0<\/span><\/p>\n<ul>\n<li>\n<h5><span class=\"ez-toc-section\" id=\"BADGES\"><\/span><b> BADGES<\/b><span class=\"ez-toc-section-end\"><\/span><\/h5>\n<\/li>\n<\/ul>\n<p><b>Badges <\/b><span style=\"font-weight: 400;\">can also be used as <\/span><b>visual indicators<\/b><span style=\"font-weight: 400;\"> of achieved results, namely a certain <\/span><b>level of knowledge <\/b><span style=\"font-weight: 400;\">or particular <\/span><b>competence <\/b><span style=\"font-weight: 400;\">in a specific subject. They act as some kind of <\/span><b>validated displays <\/b><span style=\"font-weight: 400;\">of <\/span><b>accomplishment, skill or quality <\/b><span style=\"font-weight: 400;\">that can be <\/span><b>earned <\/b><span style=\"font-weight: 400;\">in a learning environment. In this case, the <\/span><b>exploited dynamic<\/b><span style=\"font-weight: 400;\"> is the <\/span><b>challenge mentality<\/b><span style=\"font-weight: 400;\">, triggered by having something <\/span><b>available to all students<\/b><span style=\"font-weight: 400;\"> who meet the <\/span><b>set criteria<\/b><span style=\"font-weight: 400;\">, but <\/span><b>not so easy to earn<\/b><span style=\"font-weight: 400;\">.\u00a0\u00a0<\/span><\/p>\n<ul>\n<li>\n<h5><span class=\"ez-toc-section\" id=\"REWARDS\"><\/span><b> REWARDS<\/b><span class=\"ez-toc-section-end\"><\/span><\/h5>\n<\/li>\n<\/ul>\n<p><b>Badges <\/b><span style=\"font-weight: 400;\">and <\/span><b>points dynamics <\/b><span style=\"font-weight: 400;\">are often associated with <\/span><b>rewards<\/b><span style=\"font-weight: 400;\">, namely achievements given to students who<\/span><b> reach a specific goal <\/b><span style=\"font-weight: 400;\">during the learning path and aimed to regulate the <\/span><b>access to new contents<\/b><span style=\"font-weight: 400;\">. This strategy can<\/span><b> exploit different factors<\/b><span style=\"font-weight: 400;\"> at the same time: <\/span><b>challenge and motivation<\/b><span style=\"font-weight: 400;\"> to obtain the reward, and <\/span><b>engagement <\/b><span style=\"font-weight: 400;\">to unlock the new content.\u00a0<\/span><\/p>\n<ul>\n<li>\n<h5><span class=\"ez-toc-section\" id=\"UNLOCKABLE_CONTENTS\"><\/span><b> UNLOCKABLE CONTENTS<\/b><span class=\"ez-toc-section-end\"><\/span><\/h5>\n<\/li>\n<\/ul>\n<p><span style=\"font-weight: 400;\">An<\/span><b> unlockable content<\/b><span style=\"font-weight: 400;\"> is a new content or an <\/span><b>in-depth resource <\/b><span style=\"font-weight: 400;\">that is inaccessible at first and is<\/span><b> not mandatory<\/b><span style=\"font-weight: 400;\"> for the courseware completion. It <\/span><b>becomes accessible<\/b><span style=\"font-weight: 400;\"> once the student gather <\/span><b>enough points<\/b><span style=\"font-weight: 400;\">, acting as a <\/span><b>reward <\/b><span style=\"font-weight: 400;\">for making <\/span><b>progress <\/b><span style=\"font-weight: 400;\">in the learning path. If it is <\/span><b>perceived as useful<\/b><span style=\"font-weight: 400;\">, this content can <\/span><b>increase motivation<\/b><span style=\"font-weight: 400;\">, making students willing to access it and therefore <\/span><b>challenged <\/b><span style=\"font-weight: 400;\">to improve their score, reach the achievement or earn the badge in order to <\/span><b>unlock <\/b><span style=\"font-weight: 400;\">it.\u00a0<\/span><\/p>\n<ul>\n<li>\n<h5><span class=\"ez-toc-section\" id=\"LEADERBOARDS\"><\/span><b> LEADERBOARDS<\/b><span class=\"ez-toc-section-end\"><\/span><\/h5>\n<\/li>\n<\/ul>\n<p><span style=\"font-weight: 400;\">With a view to create a <\/span><b>gamified system<\/b><span style=\"font-weight: 400;\"> for the <\/span><b>training environment<\/b><span style=\"font-weight: 400;\">, another useful tool can be <\/span><b>leaderboards<\/b><span style=\"font-weight: 400;\">, namely <\/span><b>visual representations<\/b><span style=\"font-weight: 400;\"> of where a student <\/span><b>ranks <\/b><span style=\"font-weight: 400;\">in comparison to other <\/span><b>peers<\/b><span style=\"font-weight: 400;\">. In this case, it is fundamental to involve <\/span><b>small groups of users<\/b><span style=\"font-weight: 400;\"> of the same organisation or department, not to lead to <\/span><b>rivalries<\/b><span style=\"font-weight: 400;\">: on the contrary, if used properly this feature can help to <\/span><b>improve engagement and focus<\/b><span style=\"font-weight: 400;\">, leading to <\/span><b>positive competition<\/b><span style=\"font-weight: 400;\"> within the group.\u00a0<\/span><\/p>\n<p><span style=\"font-weight: 400;\">In order to be <\/span><b>encouraging<\/b><span style=\"font-weight: 400;\">, it can be better to avoid showing all the ranking positions, especially when the user is at the<\/span><b> bottom of the list<\/b><span style=\"font-weight: 400;\">. The students should always be shown somewhere <\/span><b>in the middle of the standings<\/b><span style=\"font-weight: 400;\">, regardless of where he\/she actually ranks, unless he\/she is <\/span><b>among the top<\/b><span style=\"font-weight: 400;\">, in which case this<\/span><b> should be evident <\/b><span style=\"font-weight: 400;\">to boost motivation.\u00a0<\/span><\/p>\n<ul>\n<li>\n<h5><span class=\"ez-toc-section\" id=\"_TEAM_GOALS\"><\/span><span style=\"font-weight: 400;\">\u00a0<\/span><b>TEAM GOALS<\/b><span class=\"ez-toc-section-end\"><\/span><\/h5>\n<\/li>\n<\/ul>\n<p><span style=\"font-weight: 400;\">Most of the <\/span><b>gamification strategies<\/b><span style=\"font-weight: 400;\"> we have described can also be used in order to <\/span><b>improve teamwork and cooperation<\/b><span style=\"font-weight: 400;\"> within students, if they are associated with team goals instead of individual ones. One example of this dynamic is represented by \u201c<\/span><b>snowflakes<\/b><span style=\"font-weight: 400;\">\u201d <\/span><b>badges<\/b><span style=\"font-weight: 400;\">: this specific type of badge can be <\/span><b>unlocked <\/b><span style=\"font-weight: 400;\">based on <\/span><b>common actions<\/b><span style=\"font-weight: 400;\"> done <\/span><b>at the same time<\/b><span style=\"font-weight: 400;\"> by each user, facilitating <\/span><b>team building <\/b><span style=\"font-weight: 400;\">and helping to <\/span><b>improve engagement<\/b><span style=\"font-weight: 400;\">. These strategies are also connected to <\/span><a href=\"https:\/\/www.quiddis.com\/en\/social-digital-learning\/\" target=\"_blank\" rel=\"noopener noreferrer\"><b>social learning<\/b><\/a><span style=\"font-weight: 400;\">, especially if a \u201c<\/span><b>social area<\/b><span style=\"font-weight: 400;\">\u201d is activated in the<\/span><b> learning environment<\/b><span style=\"font-weight: 400;\"> to allow students <\/span><b>interaction<\/b><span style=\"font-weight: 400;\">.\u00a0<\/span><\/p>\n<ul>\n<li>\n<h5><span class=\"ez-toc-section\" id=\"TIMERS\"><\/span><b> TIMERS\u00a0<\/b><span class=\"ez-toc-section-end\"><\/span><\/h5>\n<\/li>\n<\/ul>\n<p><span style=\"font-weight: 400;\">Talking about <\/span><b>learning content<\/b><span style=\"font-weight: 400;\">, a classic <\/span><b>game feature<\/b><span style=\"font-weight: 400;\"> to implement is a <\/span><b>timer<\/b><span style=\"font-weight: 400;\">. It lets the student know <\/span><b>how much time<\/b><span style=\"font-weight: 400;\"> he\/she have to <\/span><b>complete a specific task or test<\/b><span style=\"font-weight: 400;\">, creating that <\/span><b>sense of urgency<\/b><span style=\"font-weight: 400;\"> useful to <\/span><b>motivate <\/b><span style=\"font-weight: 400;\">and keep him\/her <\/span><b>focused <\/b><span style=\"font-weight: 400;\">while carrying on the eLearning process.\u00a0\u00a0<\/span><\/p>\n<ul>\n<li>\n<h5><span class=\"ez-toc-section\" id=\"AVATARS\"><\/span><b> AVATARS<\/b><span class=\"ez-toc-section-end\"><\/span><\/h5>\n<\/li>\n<\/ul>\n<p><span style=\"font-weight: 400;\">To help the student feel <\/span><b>engaged<\/b><span style=\"font-weight: 400;\">, a useful strategy can be creating an <\/span><b>avatar<\/b><span style=\"font-weight: 400;\">: a graphic representation of the learner going through the training path, according to the <\/span><b>set learning objectives<\/b><span style=\"font-weight: 400;\">. This <\/span><b>role play<\/b><span style=\"font-weight: 400;\"> strategy can boost <\/span><b>motivation <\/b><span style=\"font-weight: 400;\">and also make the student more <\/span><b>involved <\/b><span style=\"font-weight: 400;\">in the <\/span><b>storyline <\/b><span style=\"font-weight: 400;\">of the lesson or course.\u00a0\u00a0<\/span><\/p>\n<ul>\n<li>\n<h5><span class=\"ez-toc-section\" id=\"SIMULATIONS\"><\/span><b> SIMULATIONS<\/b><span class=\"ez-toc-section-end\"><\/span><\/h5>\n<\/li>\n<\/ul>\n<p><span style=\"font-weight: 400;\">Going in depth at the<\/span><b> courseware level<\/b><span style=\"font-weight: 400;\">, last but not least way to <\/span><b>exploit gamification<\/b><span style=\"font-weight: 400;\"> is to engage the student in <\/span><b>immersive activities<\/b><span style=\"font-weight: 400;\">. Without having to think about Virtual Reality or much complex technologies, this kind of exercises can require the learner to <\/span><b>use directly the taught tool or competence<\/b><span style=\"font-weight: 400;\">, for example <\/span><b>following a procedure<\/b><span style=\"font-weight: 400;\"> to complete a task or <\/span><b>putting specific skills into action<\/b><span style=\"font-weight: 400;\"> in a <\/span><b>fictional scenario<\/b><span style=\"font-weight: 400;\">. This can help to keep the <\/span><b>motivation and attention levels high<\/b><span style=\"font-weight: 400;\">, since the student will need to show to have learnt all the <\/span><b>preliminary information<\/b><span style=\"font-weight: 400;\"> given prior to the <\/span><b>exercise <\/b><span style=\"font-weight: 400;\">to be able to <\/span><b>successfully <\/b><span style=\"font-weight: 400;\">bring it to an end.\u00a0<\/span><\/p>\n<p>&nbsp;<\/p>\n<p><span style=\"font-weight: 400;\">As you may have understood, the use of <\/span><b>gamification strategies<\/b><span style=\"font-weight: 400;\"> within an eLearning program is closely linked to the <\/span><b>target audience<\/b><span style=\"font-weight: 400;\">, the results of the <\/span><b>training need analysis<\/b><span style=\"font-weight: 400;\"> and the set <\/span><a href=\"https:\/\/www.quiddis.com\/en\/blooms-taxonomy-learning-objectives-training-needs\/\" target=\"_blank\" rel=\"noopener noreferrer\"><b>learning objectives<\/b><\/a><span style=\"font-weight: 400;\">, as a way to make training <\/span><b>more effective<\/b><span style=\"font-weight: 400;\">, which is always the <\/span><b>main goal <\/b><span style=\"font-weight: 400;\">of any <\/span><b>instructional designer<\/b><span style=\"font-weight: 400;\">. <\/span><span style=\"font-weight: 400;\"><br \/>\n<\/span><span style=\"font-weight: 400;\">Do you want to know more about the <\/span><b>eLearning world<\/b><span style=\"font-weight: 400;\">? Follow our next articles!\u00a0\u00a0<\/span><\/p>\n<p><b>REFERENCES<\/b><\/p>\n<p><span style=\"font-weight: 400;\">The Learning rooms, <\/span><a href=\"https:\/\/thelearningrooms.com\/infographic-gamify-your-elearning-with-these-7-techniques\/\"><i><span style=\"font-weight: 400;\">Infographic: Gamify your eLearning with these 7 techniques<\/span><\/i><\/a><span style=\"font-weight: 400;\">\u00a0<\/span><\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<h3 style=\"text-align: center;\">Did you like this article? Share it!<\/h3>\n","protected":false},"excerpt":{"rendered":"<p>In this article we will describe what gamification stands for and 10 ways to use it in eLearning to improve students&#8217; engagement and motivation. <\/p>\n","protected":false},"author":2,"featured_media":81319,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"rs_blank_template":"","rs_page_bg_color":"","slide_template_v7":"","footnotes":""},"categories":[1],"tags":[],"class_list":["post-81316","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-elearning"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.9 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>10 Ways to use gamification in eLearning - Quiddis<\/title>\n<meta name=\"description\" content=\"What does gamification stand for and which strategies can be implemented within an eLearning project? 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