Innovating Education: The Impact Of Gamification On eLearning

The Impact Of Gamification On eLearning
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Summary: Technology has transformed multiple facets of life with innovations in different fields. Education is no stranger to this development. eLearning gamification, in this sense, is used to apply gaming ideology and concepts to digital learning.

Discover The Impact Of Gamification On eLearning

An emerging concept, courtesy of technology and the Internet of Things (IoT), called eLearning has caused traditional education to do a 360-degree turn on its head. It has changed entirely the way knowledge is imparted, benefitting from digitalization and the internet.

The Rise Of eLearning

eLearning is a concept where education is imparted through internet-enabled devices, such as a computer or a laptop. This could be within or outside the confines of a classroom. The concept of eLearning was developed to educate a large number of students at different times using the latest technology.

Since its evolution, eLearning has been on the rise, with apps such as Coursera and Duolingo gaining major traction in the US. A lot of educational institutions are also setting up smart learning platforms and online lectures to join in on the eLearning bandwagon.

The global eLearning industry reached $107 billion in 2015, and it is projected to grow up to $325 billion by 2025.

eLearning is utilized not only in schools and colleges but also in major corporations and institutes, and it is used as a medium to train employees and enhance their skillset.

Innovation In eLearning

One of the primary reasons for the growth of this concept is the constant innovation educators and developers come up with for better digital education. The use of different media, such as audio, video, VR, social networking, etc., are some of the ways in which eLearning has been made more interesting for students and trainees alike. One such concept that is being applied to eLearning, which has majorly impacted the process, is gamification.

Gamification In eLearning

In simpler terms, gamification is applying a gaming model, concepts and ideas to non-gaming processes. eLearning gamification, in this sense, is used to apply gaming ideology and concepts to digital learning. Duolingo is an amazing example of how eLearning platforms are using gamification to help people learn better. eLearning enthusiasts and developers have tried to innovate and accentuate the concept of eLearning by making it more fun and informal through gaming concepts.

Here are 4 gamification concepts that can be applied to eLearning:

1. Competition

One of the key driving aspects of gamification is competition. Competition with the self or a group can lead a person to strive to do better as they move ahead.

This could be achieved by preparing learning modules where students must compete amongst themselves through specially designed, gamified learning modules. For example, to determine a winner for the learning task assigned, you could use a point system or set a time limit.

2. Satisfaction Through Achievement

Gamers can play a game they love for hours on end. This is because of the satisfaction they receive from completing a level— the joy derived from outdoing one’s own self stage after stage in each game.

This concept could also be used to design learning modules with increasing difficulty levels (i.e. a scaffolding learning module). Students and trainees derive great satisfaction from completing levels, which motivates them to do better at each checkpoint.

3. Social Concept

A lot of games are designed to be played in teams. Take games, such as Call of Duty, PUBG, etc., which have gained a major following.

The idea of fulfilling a set mission while leading and coordinating with a team is a major driver for players. Students could be split up into teams with set educational tasks that they need to accomplish (before the other groups) in order for them to be the winning team. Group projects would become 10 times more fun!

4. Reward System

One of the biggest examples of how effective a reward system is in getting someone to do a given task is Pavlov’s classical conditioning theory.

A human being is motivated by positive or negative rewards to do (or not do) a given task. Students could be rewarded through points, medals or prizes to help them learn certain concepts the best they can.

Other concepts of gamification that can be applied to learning are instant feedback, story-telling, visual design, etc.

Based on this, here are a few ideas for designing gamified learning modules:

  • A timed quiz
  • Different chapters assigned to different groups for presentation
  • A story with engaging visual elements
  • A quiz with levels ranging from difficult to tough

The Impact Of Gamification On eLearning

Designing and implementing learning modules in such a manner can truly benefit the student and help them learn better.

Here are a few ways in which gamification positively impacts eLearning:

1. Increased Engagement

Gamification makes the content more fun and interesting. Gamification can help make learning more interesting for students who need to learn important concepts.

2. Increased Motivation

Using motivational techniques, such as challenges and rewards, students are motivated to learn certain concepts and theories. They are more driven to excel if the content is taught to them in such a manner.

3. Increased Attention Span

As mentioned previously, for students to sit in front of a screen for hours on end and pay attention to what is being taught to them, it is necessary for educators to "mix it up" a little.

Gamifying certain learning concepts makes students pay more attention to what is being taught. Whether it is for the sake of completing a challenge or the desire, the attention span of the learners is longer.

4. Increased Information Retention Rate

The longer the attention span, the better the chances the students have of retaining the information that is being given.

Whether it is motivation for doing better or for a reward, earners tend to retain information better when imparted through a gamified format. According to LearnDash, participating in eLearning modules results in a 9% increased retention rate for adults.

5. Better Feedback And Participation

One of the key concepts with a gamified learning module is immediate feedback. Immediate, positive feedback can lead to a sense of accomplishment and better participation in the learning process.

Thus, gamification majorly impacts eLearning in a positive way. This should indeed be balanced out with a traditional learning module to design the perfect eLearning platform and curriculum for excellent results.

The future for gamification in eLearning, as well as eLearning as a whole, is only forward.