Gamification is the use of game elements to motivate people to complete tasks. According to the Gartner Hype Cycle for Education, though, gamification is sliding into the Trough of Disillusionment, where interest wanes as experiments and implementations fail to deliver. Why? This article connects poor gamification implementation and poor eLearning design, and it suggests what we can do about both.
by Enzo Silva
There is a lot of confusion over the differences between games and gamification. Not only that, gamification often rewards the wrong things. Gamification need not involve a lot of extra work for the designer who applies the four simple ideas presented in this article.
Basic gamification knowledge is increasingly essential to eLearning creators. The eLearning Guild’s new white paper, published today, provides you with an opportunity to quickly review your knowledge of gamification concepts and approaches. Our upcoming online Games & Gamification Summit will give you additional insights and knowledge about these vital topics!
by Bill Brandon
Last week’s feature gave a high-level overview of technologies and areas of practice that can change your business and the position of learning and development in your organization. This article links to deeper dives into three of the topics in that feature and into ways to keep up with change.
by Carol Leaman
Is gamification hype, or does it drive engagement? Both sides of the debate about whether gamification works have made their claims without the benefit of much, if any, data. Well, here’s some data from almost 10 million gamified sessions that could settle the argument!
by News Editor
For the first time, Guild content from multiple areas—Learning Solutions Magazine, Guild Research, and the Conference Archive—are gathered in one publication to create the ultimate resource for learning about games and gamification. Whether you’re just getting started or want a new viewpoint, The Art and Science of Gamification will help change the way you think about this hot topic.
by J.P. Medved
Gamification and game-based learning are hot topics in the learning and development field. Capterra and TalentLMS recently conducted a study of learning management systems (LMSs) that incorporated gamification features in order to gain a better understanding of the way those features are being used, and whether they are effective. Here is a summary of their findings.
A gamified approach that provides employees with questions in quizzes during the work day motivates them to engage with content on a regular basis. Adapting the question frequency and content according to the employee’s previous success further enhances learning. Many training programs have shown the effectiveness of this method. Here’s how they did it at Bloomingdale’s, a retail setting.