Key differences Learnification vs. e-learning

Key differences Learnification vs. e-learning

E-Learning

The computer-based teaching and learning.

Enriching and linking conventional human teaching and learning processes with information and communication technologies. Teaching and learning is thus computer-assisted.

The following methods are used:

Blended Learning

Combination of online learning and face-to-face events\

Mobile Learning

Time and location-independent learning with mobile media

Distance Learning

Also called distance education

E-learning has a clearly defined teaching objective; knowledge is imparted in a linear fashion on the basis of lessons. For this purpose, the lessons are worked through one after the other and each is completed separately. Assessment is based on the lessons.

E-learning has a clearly defined teaching objective; knowledge is imparted in a linear fashion on the basis of lessons. For this purpose, the lessons are worked through one after the other and each is completed separately. Assessment is based on the lessons.

Learnification with Gamification

Is the equipping of any process with the mechanics of games and learning.

Learnification and gamification are geared towards a (defined) learning goal. The goal is to equip any process with the mechanics of games and entertainment that make learning a lasting experience. Learnification is a holistic learning experience that conveys chapters, lessons, and learning objectives as part of the whole. Each modular success feeds into the overall outcome, progress monitoring.

Learnification uses gamification as a holistic concept. Following a story, the entire learning concept is integrated into an environment and the participant is invited to experience this story in an engaging way.

For an international enterprise Flying Spoon has developed a virtual university with different learning contents, as a virtual 3D world for mobile and desktop devices. The university is multiplayer capable, allowing teamwork and competitions of participants in groups.

The learning objectives are adapted to the requirements of the different departments through the data-based Learnification in real time, although all participants: inside, from various departments, can be in the same room. Thus, a lively exchange can take place via a chat system.

Content-Image: Virtual university with meeting rooms, laboratories and libraries

In doing so, motivating interactions and self-sustaining experiences that are experienced non-linearly are purposefully conveyed through the story and environment.

Gamification supports the learning goal in a motivating way through a non-linear story, with different levels, skill and rank, and of course appealing badges, which can be shared in the collaborative work environment or profiles.

Content-Image: Learning interaction with WORD game mechanics in university

Results:

With a selected target group of different departments, we were able to summarize the following feedback in a validation phase.

At the end of the validation test, through a survey among the participants, we arrived at the following brief summary:

Survey result:

· 86 % of the test persons liked the virtual university well to very well

· 79% of the test persons find this new way of imparting knowledge appealing

· 90 % of the test persons think that the learnification approach is suitable

Derivation:

· Employees are willing to engage more intensively with the content of Learnification, i.e., they feel they are learning more

If you are interested to know more, see a live demo on this topic, book a workshop, share your ideas or just say “Hi”, drop me message.

C.Bittler

#gamification
#learnification
#content
#elearning
#university

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Christian Bittler

Christian Bittler

Game developer, Inventor and patent holder, Father of 3, Senior Gamification Architect & Game Technology Veteran,