Gamification 101 – The Basics

LearnDash

Gamification is all the rage these days, but not everyone is up-to-speed on what gamification is and how it can be used to supplement elearning. Before reading about gamification methodology, or even how to implement your own form of gamification , it’s a good idea to get the basics covered first. Some Gamification Facts & Benefits. Gamification is growing and can be found in a variety of contexts. The future of gamification is bright.

Gamification: Why It’s Good

LearnDash

Coined in 2003, the term “gamification” did not take off in usage until about four years ago. The use of badges, points, tracking, leaderboards, incentives, leveling, status ranks, and rewards are all different aspects that can be employed as part of gamification. The earliest example of using gamification is when credit card companies began using a point system to earn frequent flyer miles. Gamification can drive sales, encourage learning, and motivate consumers to invest.

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Using Gamification for Human Resources

Origin Learning

Gamification is penetrating into every field possible and not just for entertainment purposes. In case you’re wondering what gamification is, it is the process of applying gaming techniques and game design mechanisms in non-game related areas to motivate and entertain people, thereby achieving a particular goal. Gamification is slowly gaining popularity and soon many organizations will adopt gaming as a part of their work-related programs. Yes, you read that right!

How to use gamification in training (with actual examples)

TalentLMS

There’s something called gamification in learning. The following sections will help you learn everything that matters about employee training gamification. Defining gamification in training. Examples of gamification in corporate training (and how to do it yourself).

8 Surprising Gamification Statistics

DigitalChalk eLearning

Gamification has become much more common in the last few years, in fact, it is now the norm – nearly all eLearning includes some sort of gamification. Sure, gamification may seem great, but what is it and what have the results been like? Gamification in eLearning is the use of game theory and game mechanics in non-game contexts to engage users in solving problems. We’ve rounded up 10 statistics on the use of gamification in eLearning, some of which may surprise you.

Answering #Gamification Questions from a 7th Grade Student-Part 2

Kapp Notes

Here is part two of the questions about gamification from a 7th grade in a California school. In that sense, I think it is safe to say that I have been using a form of gamification for the past 19 or so. although, it wasn’t called gamification). In the past few years, since the publication of my Gamification books, I’ve focused more on using gamification and leverage different types of gamification in the classroom outside of the one class.

The Gamification Explosion (History Of Gamification Pt.3)

Growth Engineering

If you’ve been following out History of Gamification series, you’ll have learned all about the pioneers who laid the groundwork for the world we live in today. Pt1: Countdown to Gamification . Pt2: The Birth of Gamification . With companies like Bunchball and Foursquare generating user engagement with game mechanics, the potential of gamification was starting to get noticed in a big way. 2010 – Gamification changes the world. Gamification Co.

Gamification in ACTION

Learnnovators

THE QUOTE: “ By no means are the concepts of game and gamification universally accepted as valid learning strategies, so we have some work to do in terms of educating more learning and development professionals of the value of these tools.”- THE JOURNEY: After our inspiring and thought-provoking interview with Karl Kapp, we were left wondering about the amazing possibilities of gamification and game-based learning. What is the present state of gamification?

Current state of Gamification in the LMS Market

eLearning 24-7

Where Gamification is right now in the LMS space. Before we dovetail into the state of Gamification, let’s review some data I collected from social media readers, followers, etc. on “Gamification” This information was from end of 2014. 98% had heard of gamification. 40 vendors had at least three gamification features (8 of them had at least four features). But this was not the usual standard gamification feature.

GAMIFICATION IN ACTION

Learnnovators

THE QUOTE: “ By no means are the concepts of game and gamification universally accepted as valid learning strategies, so we have some work to do in terms of educating more learning and development professionals of the value of these tools.”- THE JOURNEY: After our inspiring and thought-provoking interview with Karl Kapp, we were left wondering about the amazing possibilities of gamification and game-based learning. What is the present state of gamification?

Gamification in E-Learning – Are you really learning?

eLearning 24-7

If you have been calculating the points while viewing the stats you would have seen: Gamification market will reach 2.8 70% of the Global 2000 will have at least one gamified application by 2014 (Gartner). 53% believe that by 2020, gamification will be wide spread (Pew Research Center, based on those surveyed). You also have probably read (not sure if you received any points) that gamification is the next big thing in e-learning. . Gamification is coming.

Create Autonomy in Gamification and Other Learning Environments

Kapp Notes

When thinking about creating a gamification experience (or any learning experience), allow and encourage the learner to make meaningful and consequential choices. Autonomy refers to the initiative and freedom a person experiences when engaged in an activity in the absence of external pressure with respect to his or her personal goals (Ryan & Deci 2000). A gamification experience has to incorporate not just explicit engagement, but meaningful choice. 2000).

Accelerate Your Online Course Success Rate With Gamification

ProProfs

All you need to do is make use of gamification to build and maintain employees’ interest. What is Gamification? Gamification is a process of integrating gaming mechanics into your existing online course to motivate participation, engagement, and loyalty. Let’s discuss in detail how gamification help accelerates the success rate of online courses. However, when gamification is included, learning turns out to be more effective and useful.

#Gamification of Learning and Instruction: Blog Book Tour Recap

Kapp Notes

The blog book tour for The Gamification of Learning and Instruction has come to an end. The tour gained a great deal of momentum and has served to raise the awareness of gamification (both the pros and the cons). To date, the tour has led to over 2000 books being sold with 200 of them being ebooks and Pfeiffer indicated that the book is the best-selling new title from Pfeiffer this year. The Gamification of Learning and Instruction spotted on Dr. Werbach’s bookshelf.

Understanding Gen Z—the New E-Learning Generation

LearnDash

According to the Pew Research Center , up until about the year 2000, roughly have of teens held a summer job. Gamification is more likely to be a selling point for Gen Z than other generations. Gamification elements also appeal to Gen Z (and to most of the rest of us, too).

Gamification of Learning and Instruction Blog Book Tour Week One Recap

Kapp Notes

The first week of the blog book tour has ended and it has been a fantastic week with informative blog posts, information and opinions about gamification and even a bit of controversy. Then on Friday Judy Unrein discussed how the book can benefit instructional designers and Rich Mesch made us all hungry when he reminded us that just like Chocofication (adding chocolate to everything) is not a good idea, neither is gamification of all content a good idea. Week One Recap.

Games Are the New Normal: The 2 Types of Gamification

OpenSesame

Gamification. As elements of game playing began to blend with the learning process, criticism was swift to follow with people remarking that gamification was “ an inadvertent con ” with its simplicity, or exists only “ to conceal, to impress. Regardless of the backlash, it’s hard to deny that gamification is only growing in popularity. Below are two ways you might come across gamification in the modern world. How has gamification affected your workplace?

Broadening the Definition of Gamification for L&D Professionals

The Learning Circuits

In my posting on Learning Circuits Blog, a reader left a thoughtful and interesting comment about points and the use of the term gamification and the Blogger software won't let me write my entire comment (too many characters) so I am posting my comment here. See Kathy Sierra's comments under What is Gamification and Why it Matters to L&D Professionals. First, Kathy, as always, thanks for your thoughtful comments on the topic of Gamification. 2000).

How gamification enhances eLearning solutions

Aptara

How gamification enhances eLearning solutions. One of the reasons eLearning modules are so successful is that they can make use of gamification strategies, a tactic that motivates users based on game-like elements. Gamification At a basic level, gamification entails taking game theory or methods, such as competition, to drive behavior. According to Technorati, one of the major drivers behind the gamification trend is the relationship millennials have with technology.

Gamification of Learning and Instruction Blog Book Tour Week One Recap

The Learning Circuits

Week One Recap The first week of the blog book tour has ended and it has been a fantastic week with informative blog posts, information and opinions about gamification and even a bit of controversy. Then on Friday Judy Unrein discussed how the book can benefit instructional designers and Rich Mesch made us all hungry when he reminded us that just like Chocofication (adding chocolate to everything) is not a good idea, neither is gamification of all content a good idea.

There’s a right way and a wrong way to gamify learning

Axonify

Gamification has been a hot buzzword in the learning space for awhile. All kinds of learning tech—from the LMS to the simple mobile apps—all claim to incorporate gamification. It’s why 80% of Forbes 2000 companies had plans as far back as 2014 to introduce gamification into their learning programs. And it is why the gamification industry is growing at a rate of 46% while the LMS industry is shrinking at a rate of 36%. Gamification Resources to get you started.

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Gamification of Learning and Instruction Blog Book Tour Week One Recap

Kapp Notes

The first week of the blog book tour has ended and it has been a fantastic week with informative blog posts, information and opinions about gamification and even a bit of controversy. Then on Friday Judy Unrein discussed how the book can benefit instructional designers and Rich Mesch made us all hungry when he reminded us that just like Chocofication (adding chocolate to everything) is not a good idea, neither is gamification of all content a good idea. Week One Recap.

eCombat: Lessons from the Interactive Battlefields of Afghanistan

Vignettes Learning

In October 2000, Military Technical Report 1107 entitled “Applying Collaborative and e-Learning Tools to Military Distance Learning: A Research Framework by Curtis J. gamification ray jimenez scenario-based critical thinking scenarios vignettes narrative storytelling content development Interactivity stories instructional design conversations eLearningOur Belief. At Vignettes Learning we use stories in eLearning; however, we make them interactive.

6 Ways to Powerfully Engage and Educate Millennials with Corporate Training

Your Training Edge

Anyone who was born between 1980 and 2000 had grown up surrounded by electronic gadgets and smarter devices. Related Posts: Training and Education for Millennials through Gamification Training the Generations Training the Generations 10 Best Corporate Training Tactics for Fast… Top Learning and Development Trends in 2017 (Visited 3 times, 14 visits today). eLearning Featured Featured Posts games gamification training

Interview With Karl Kapp on Games and Learning

Bottom-Line Performance

Karl has written five books including Learning in 3D and Gadgets, Games and Gizmos for Learning and The Gamification of Learning and Instruction. Then I began to study them more in-depth in the late 1990s and early 2000’s and wrote about using games for instruction within corporate environments in my 2007 book, Gadgets, Games and Gizmos for Learning.

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Top 12 Books Every L&D Manager Needs to Read!

Growth Engineering

The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education’. As employee engagement experts with a penchant for gamification , we can’t recommend this book enough! As chairman of the Learning Technologies Conference since 2000, Donald Taylor has seen his fair share of successful and unsuccessful learning technologies implementations.

Top 10 Association LMS Features – 2020 Edition

Talented Learning

Gamification. At the platform or content level, gamification should include leaderboards and contests that award content, cash or other prizes.

10 eLearning buzzwords you need to know!

eFront

In this post we’ve put together short descriptions of the top 10 buzzwords in eLearning at the moment: Tin Can, Social Learning, Gamification, mLearning, Tablet learning, Rapid eLearning, Microlearning, Personalization, Blended learning, and Lifelong learning. Gamification. Gamification for Learning – Interview with Karl Kapp [link]. Department of Education and Science (2000). Fischer, Gerhard (2000).

Recommended Reading Summary: A Chapter from “How People Learn: Brain, Mind, Experience, and School”

Adobe Captivate

I recently posted some recommended reading that relates to a virtual class I recently taught on gamification. It was written in 2000 but it contains some great foundational information. Here is the recording.). This is my own summary of the first chapter on the list. I highly recommend the entire book, which is available for free from the National Academies Press.

14 Cool ELearning Facts

LearnDash

Gamification in safety training can lead to roughly 45% reduction in safety incidents. The elearning market has grown by 900% since the year 2000. It seems that every day there is a new list of new elearning facts and stats. Well, consider this short post just that! Recently I stumbled across some random, cool elearning facts and I thought that I would share them. If you’re looking to take a quick mental break in your day, then this list should do the trick.

ERIC SCHUERMANN – CRYSTAL BALLING WITH LEARNNOVATORS

Learnnovators

Its product suite includes Lectora – the world’s leading e-Learning software used by over 60% of the Global 2000 companies. These new technologies and trends like gamification, interactive video, augmented reality and more, allow us to engage and captivate learners, offering an experience that is both useful and enjoyable. Learnnovators: How do you think today’s rapid e-learning tools are equipped for ‘gamification’?

Clark Quinn – Crystal Balling with Learnnovators

Learnnovators

Learnnovators: You were involved in the design and development of an intelligently adaptive learning system as early as the year 2000. What would be your predictions on the future of organizational learning based on the present trends and emerging technologies (such as Ubiquitous Learning, Social Learning, Gamification and Game-based Learning, Learning Analytics, Personalized and Adaptive Learning)? ABOUT CLARK QUINN (Learning Technology Strategist): Clark Quinn, Ph.D.,

Why video game mechanics work, and how they’re used to engage online learners

Growth Engineering

That’s why so many companies have caught onto the notion of gamification: Gamification – Noun. But it’s the world of online learning which has seen some of the most extensive use of gamification. Banjo-Kazooie was released in 1998 and the sequel, Banjo-Tooie would be released in 2000. To recap what we’ve looked at: If you’re looking to find out more about gamification in online learning, then get in touch with us!

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Joe Ganci – Crystal Balling with Learnnovators

Learnnovators

fuelled by the enormous possibilities thrown open by emerging technologies (such as Ubiquitous Learning, Social Learning, Gamification and Game-based Learning, Learning Analytics, Personalized and Adaptive Learning)? Joe: Back in the year 2000, I gave a keynote speech both in the United States and in The Netherlands. ABOUT JOE GANCI (President, eLearningJoe, LLC). Joseph Ganci is President of eLearningJoe, LLC, a custom learning company located outside Washington.

JOE GANCI – CRYSTAL BALLING WITH LEARNNOVATORS

Learnnovators

fuelled by the enormous possibilities thrown open by emerging technologies (such as Ubiquitous Learning, Social Learning, Gamification and Game-based Learning, Learning Analytics, Personalized and Adaptive Learning)? Joe: Back in the year 2000, I gave a keynote speech both in the United States and in The Netherlands. ABOUT JOE GANCI (President, eLearningJoe, LLC). Joseph Ganci is President of eLearningJoe, LLC, a custom learning company located outside Washington.

5-Steps for Creating Effective Employee Training

LearnDash

The average attention span is in decline (12 seconds in the year 2000, today it is at 8 seconds). If possible, include various levels of interaction through gamification. You can do this through refresher training, gamification, rewards when training goals are met, etc. There can be a variety of reasons why an organization needs to create training for their employees.

CSU Resources

Kapp Notes

If you are not sure where to start, check out “The Gamification of Learning.” ” It will help you think through the gamification process and to create meaningful gamified instruction. Gamification of Learning by Karl Kapp. It’s called Gamification via Segmented Polls. Chapter 2 “The Gamification of Learning and Instruction.”. Melanie Green [link] Chapter 2 “The Gamification of Learning and Instruction” by Karl M.