Gamification In E-Learning

Ranjitha Sadashiva Murthy
mobiotics
Published in
5 min readJul 24, 2019

“It is Play that helps us do serious things Better

What is Gamification in E-Learning?

Integrating game mechanics in education has a huge transformation potential.

So what is Game mechanics?

May Include:

  • Simple credit score
  • Achievements
  • Levels
  • Time Pressure/Time Management
  • Immediate Feedback

Or anything that would increase engagement as in a Game.

If these elements are embedded in our learning system Learning can be fun.

This picture depicts Features of Gamification when deployed in E-learning

What Gamification is Not?

  • Gamification not a Game
  • Gamification not a Buzzword
  • Gamification is not just about scores and badge

Gamification Features

1.Progress Bar

  • It is a great way to let the user know how much progress they have made.
  • A progress bar is better than a simple indicator In The Fig1 (“62% of the course complete”) from one set and just 18% of the syllabus is completed from another set, one can measure it perfectly because it is visual.
  • The user doesn’t need to take much time to understand how far they’ve completed their work.
Figure1

2. Achievements

  • People like rewards. Even if the reward is just a pretty picture somewhere on the internet they will be happy to receive it.
  • Providing achievement badges/certificates when your users complete their task is a way of encouraging users to adhere to and add more effort to learning.
  • It is important that the achievements section are well designed. So, students will get motivated to study effectively.
  • Sharing the reward in all possible platforms will also increase customer attraction and user satisfaction.
Figure2

3. Actual Games

  • Gamification” and “Game-based learning” are different concepts.
  • Gamification is adding certain game elements to a non-game situation. Game-based learning uses games to improve their learning experience.
  • These game based learning helps students to involve themselves in the topic thus making their study more productive.
Image Credit:elearningindustry

This above picture represents Ohm’s law:

  • In the above picture, the circuit connection is not made accordingly here content providers are asking students to rearrange/place the right component wherever needed.
  • This shows how practically and visually students can improve learning outcome through a game.

How Will You Ensure Success Of Gamification In E-Learning?

A successful gamification idea is one that:

  • Catches (and holds) students’ consideration.
  • Challenge them
  • Draw in and engage them
  • Educate them.

What Are The Benefits Of Gamification In E-Learning?

  1. Enhance Learning Experience
  • The learning experience will definitely enhance with gamification because of the amount of fun they have in it.
  • Decent gamification can enhance learning effectiveness; the student can encounter “fun” amid the learning even if the dimension of commitment is low.

2. Learning Environment

  • Gamification in E-Learning gives appropriate learning context and enables students to rehearse difficult topics easily.
  • It also helps in maintaining a classroom-like environment.

3.Immediate Loop feedback

  • It gives feedback Just In Time so students realize what they know or what they should practice. This also encourages better student commitment and ensures better outcome.

4.Credit Scores

  • Once a course is done gamification provides credit scores which help individuals to track and evaluate themselves and improve upon.

How can we bring Gamification into the classroom?

  • Integrating technology into the curriculum is incredibly helpful and often cheaper than we think, and gamification can be introduced even without a budget.
  • Grades are the easiest thing to gamify, introducing points, bonuses, achievement cues like badges or certificates to reward students and assess their level of understanding of the subject.
  • Interactive activities like quests, treasure hunts, etc. could help gamify homework.
  • Motivating students to participate after school hours by providing attractive and innovative content is a must. Using the students’ own resources, like their phones and home computers, they can turn their homework into youtube videos, websites or blogs. Encouraging children to share their work on the internet will make them feel more motivated.
  • Gamification helps young students to change the way they look at school and really help them to feel passionate about what they are studying. This is more than just a trend, it is going to be the future of our school system

What are the challenges in Gamification?

Challenges in building gamified courses are Less in constructing the mechanics but more in building a narrative that integrates gaming psychology. Building things in the authoring tools are relatively easy compared to designing what to build.

The challenges of developing games for adults

  • Most of the academic and other research into the role of gamification in learning is primarily on young people; hence the basis for such activity for adults is less developed.
  • Developing games which will engage adults without patronizing them is perhaps more of a challenge relative to children.
  • Most government policy and funding support have focused on the use of such games in schools rather than adult learning setting.
  • There is the question of whether it is financially viable for game developers to focus on adult literacy in developing products.

Some of the real-time examples of E-Learning are

1. Duolingo — gamified app for learning a new language ( FREE)

Works on :

  • Website
  • Android
  • Apple

2. SoloLearn — gamified app to learn how to code

Works on :

  • Website
  • Android
  • Apple

3. Udemy — gamified educational app for user-generated learning

Works on :

  • Website

Real-Time statistics about E-Learning

There was a question asked in the survey conducted on E-Learning users in 2014 and 2018

Do you believe you would be more productive /Get better results if your work were made more like a game?
79% of them agreed for the above-asked questions and this survey is represented graphically.

Here is a graph representation of E-Learning users (204 versus 2018 )

Source: TalentLMS

Usage of Gamification by age

This survey was conducted in the year 2018

Source: TalentLMS

1- Task with points, badges, and leaderboards
2-Just concentrating on reward
3-Just to improve the skill

End — Gamification can change learning outcomes and help increase user engagement

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