How Gamification In eLearning Enhances Learning
What is Gamification?
According to Wikipedia, “Gamification techniques strive to leverage people’s natural desires for socializing, learning, mastery, competition, achievement, status, self-expression, altruism, or closure.”
Gamification is about more than just playing games (in fact, sometimes it does not involve to https://remontibudowa.com/ https://zaskakujacakuchnia.pl/ http://urzadzajzpasja.pl/ https://dlabiznesmena.pl/ https://casinomega888.com/ https://fk-vintage.com/purchase/shoun/ https://www.celeb-lady.jp/ https://foozoku.net/ https://bring-consulting.co.jp/ http://miura-seikotsuin.com/ https://thabet.media/playing games at all). It can be defined as the concept of applying game-design thinking to non-game applications.
In the context of Gamification for serious learning, a game based concept is applied to content to meet the specific learning outcomes.
Does Gamification in eLearning truly help learners learn?
Several organizations do not consider Gamification in eLearning as a viable approach on account of higher cost, longer turn-around time to develop, and so on. Many shy away from using it in their formal eLearning programs, believing that while it is fun for the learners, it does not necessarily lead to a learning outcome.
However, there are some interesting statistics that clearly establish it cannot be ignored:
“By 21 years of age, many males will have spent over 10,000 hours immersed in online gaming.”
Source: McGonigal, Reality is Broken
Gartner’s research estimated that more than 70% of Global 2000 companies would offer at least one gamified application by the end of 2014, although not all effectively.
Source: Gartner, 2011 industry research