The use of game mechanics to increase learners’ motivation is not a new concept but this year gamification is set to come of age, moving away from being viewed as a gimmick to becoming a real contender as one of the key techniques used to motivate and engage learners. We can all expect to see gamification become more practical, more integrated, more fun and more common so we want to share why it’s so exciting!
In our predictions of the top digital learning trends for 2015, we noted an influx in the use of gamification in E-Learning and we were far from the only ones. A report by Ambient Insight placed the annual global growth rate for game-based learning at 8.3% and predicted that revenues would amount to a massive $2.3 billion by 2017.
Why is gamification so effective?
Keller’s Model of Motivational Design outlines four strategies for motivating learners:
Gamification is brilliant because it incorporates all four of these tactics to draw in and engross learners. The use of gaming narratives, mechanics and graphics will draw the attention of learners whilst the application of knowledge will reinforce the relevance of learning materials. Learners will have their confidence boosted by the progress they witness during their learning adventures and E-Learning which incorporates rewards and recognition will create a great sense of learner satisfaction.
In the digital age, learners have various forms of information and entertainment competing for their attention. The challenge of the educator is to deliver their information in the most relevant and gripping way.
What will be different in 2015?
Gamification will be:
· More practical – digital learning creators have often confused gamification with the introduction of badges and reward systems. These superficial styles of gamifying E-Learning can complement more sophisticated game mechanics but most learners are not placated by trivial rewards. Instead, in 2015, we predict the employment of gamification techniques that really motivate learners. Expect to see more simulation, animations and narrative based games.
· More integrated – it isn’t necessary to create a whole new virtual world to gamify your E-Learning and motivate learners. The most successful gamification efforts are those that create interactivity for learners in simple and effective ways. If you want to adopt gamification without having to invest huge amounts of time and resources, consider using puzzles, scenarios and short, fun games regularly throughout your E-Learning.
· More fun – the exciting emergence of new technologies and innovations within the gaming industry is spilling over into the gamification of E-Learning. New technologies that create the potential for virtual and augmented reality mean that games have become more realistic and life like. Whilst few organisations will immediately be able to implement these technologies in 2015, the adoption of sharper graphics and high definition displays will bring games to life for learners and create more fun!
· More common – as we noted before, gamification is growing. Mike Liebhold, senior researcher and distinguished fellow at The Institute for the Future captures the driving force behind this growth perfectly when he says, “The development of ‘serious games’ applied productively to a wide scope of human activities will accelerate simply because playing is more fun than working.”
Please let us know your comments or share with others who you think may benefit from this. Visit www.aurionlearning.com or follow us on twitter @aurionlearning for our latest blog articles and updates.