Using gamification in e-learning to make studying fun!
Using gamification in e-learning to make studying fun!
I'm Kidaoka, in charge of marketing! In this article, we'll take a look at the recent expansion of its use in the education industry."Gamification.We will introduce you to the following.
Gamification isThe main goal is to use the fun of the game to motivate the learners!
The learningBOX allows you to send badges and certificates to members who have passed the acceptance criteria.
By incorporating the elements used in gamification into your e-learning, you can create content that will keep your learners engaged.
These badges and certificates can visualize the mastery status from the performance management, so it can motivate the students and help them to maintain their motivation and goals to pass the assignments.
Content
- 1. What is gamification?
- 2. Game-like elements essential for gamification
- 3. learningBOX is an e-learning system with gamification elements.
- 4. Summary
To begin with, what is gamification?
Gamification is a word that was created from the word "Gamify" which means to gamify. Gamification is the application of the structures used in games in a field other than games.
Gamification is about using the elements and mechanisms of games in other fields, not just making a game out of them.
Gamification is a type of marketing technique that increases user motivation and loyalty by incorporating game-like elements into services for which gaming is not the original purpose.
▼ To briefly explain the above definition.
The idea is to apply the elements of games that make people entertained and enthusiastic, such as play and competition, to fields other than games. It refers to a method of attracting users by using ideas and mechanisms unique to games to stimulate their behavior and make them aware of appropriate usage.
The advantage of gamification is that by including "game-like elements", you can turn something uninteresting into something interesting.
Many people have played the game, and it can provide a stable and interesting experience if you go through it as logic.
If you're interested in learning more about gamification, check out this article!
⇒Gamification and e-learning
The characteristics and effects of gamification
The way gamification is incorporated into learning has different effects depending on the situation in which it is used.
Here are three typical effects: "Less likely to fall behind in study," "Suitable for rote learning," and "Complex concepts are easier to understand.
1. Easy to continue learning, easy to maintain motivation to learn ⇒ "Hard to fall behind in study".
Games are inherently task-oriented, and because learners can feel that they have completed a task and can easily feel a sense of growth, it is expected to have the effect of making it easier for them to continue learning. The use of gamification in education can easily increase motivation to learn.
No. 2: Repetition makes it "suitable for rote learning."
You can naturally acquire important information that you need to memorize through games. For example, there are many services that utilize gamification in order to have students repeat the parts they got wrong or the important contents.
3. Complex concepts become easier to understand.
Gamification can be used to promote the understanding of complex concepts. For example, videos can be used to explain content that is difficult to understand in words alone, or content that is difficult to remember can be memorized through conversations with characters and stories.
Game-like elements are essential in gamification
Visualize your learners' attitude and effort in studying, and give them feedback and tell them about minor changes as they happen.
"The key to getting students hooked on studying is to create a system that allows them to receive some sort of reward for their actions, such as "I studied every day without fail," "I passed the test," or "My grades improved.
The three elements of gamification
There are three elements of gamification: challenge, reward, and community.
Challenge | A challenge is a barrier to achieving something in the game (such as an ambition or a great ambition). |
reward | The rewards are items, points, and badges for completing the given tasks. |
community | Community is about competition and interaction with others. It's easy to understand if you imagine a ranking. |
Relationship between gamification and e-learning
In recent years, gamification has been introduced in school education and corporate training, and in particular, it is attracting attention for its compatibility with e-learning in learning.
The Association for Talent Development (ATD), the world's largest organization for talent development, has announced that the Talent LMS "The 2018 Gamification At Work Survey"(2018 Gamification at Work) reported the following in their findings
Properly designed gamification-based education can help both the organization and the learner at various levels.
80% of employees enjoy using gamification software in the workplace.
Employees feel that gamification increases their productivity (87%), proactivity (84%), and happiness (82%) at work.
75% of respondents who play games believe that they would be more productive if they made their work more like a game.
Older employees are more motivated by the elements of the game than younger employees.
learningBOX is an e-learning program with gamification elements.
learningBOX is an e-learning system that focuses on "ease of use" and "low cost", making it easy for people with no IT expertise to start learning.
You can set up courses for teaching materials, manage groups of learners, and distribute teaching materials to each group.
Here are some of the gamification features you can set up in learningBOX
Badge Function
The badge display function allows you to set badges for each material (PDF, quiz, memorization card...etc) or folder. With this feature, you can check the status of your learners at a glance.
Badges are awarded when you solve quizzes and get a passing score.
Ranking board function
The ranking board allows members of a group to compete for a grade, or learners to see their own grades relative to each other on the "Learn" screen. How high are you in the rankings now? Who's in first place? and so on, and you can display the results of the members in a ranking format.
▼ Members' scores and solution times are displayed.
Certificate function
With the certificate feature, you can send certificates to learners based on their learning and progress. learningBOX allows you to set prerequisites, so you can send certificates to members who have completed the content or passed a specific question.
Summary
In this article, we introduced gamification, which has been increasingly used in the education industry in recent years. learningBOX makes it possible to create content that will keep learners engaged.
learningBOX makes it easy for anyone with no IT expertise to start using eLearning, and you can use up to 10 accounts for free, indefinitely. Registering an account takes less than 5 minutes, so take this opportunity to try our e-learning for free! Thank you for your patience with us.
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