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

With the continuing growth and development of the internet, social media, and global community, gaming has flourished as a viable median for communication. 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. Growth In Gamification. gamification

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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!

Podcast 20: Interpreting Global eLearning Trends – With Donald H. Taylor

Talented Learning

Don is one of the best-known voices in the global learning community. And since 2000, he has chaired the Learning Technologies Conference. Today, we’re fortunate to talk with Don about the results of his annual L&D Global Sentiment Survey – a must-read for anyone who cares about the direction of learning technologies! However, global opinions aren’t homogeneous and t rends differ geographically for multiple reasons.

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.

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?

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.

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 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.

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.

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.

14 Cool ELearning Facts

LearnDash

Gamification in safety training can lead to roughly 45% reduction in safety incidents. By 2020, the global elearning marketing is expected to be $37.8 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.

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.

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. Today, humanity’s knowledge is increasing at a faster rate due to globalization and rapid development of technology. Here is the recording.). This is my own summary of the first chapter on the list.

ERIC SCHUERMANN – CRYSTAL BALLING WITH LEARNNOVATORS

Learnnovators

ABOUT ERIC SCHUERMANN (Director of Global Sales, Trivantis Corporation Inc): Eric Schuermann is Director of Global Sales at Trivantis Corporation Inc. Its product suite includes Lectora – the world’s leading e-Learning software used by over 60% of the Global 2000 companies. Learnnovators: How do you think today’s rapid e-learning tools are equipped for ‘gamification’?

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

Growth Engineering

An estimated two billion people play video games, and the global video game market will generate just shy of $100 billion in 2016, according to the latest research published by Newzoo. 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. Gamification Online Learning game mechanics Video games

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Eric Schuermann – Crystal Balling with Learnnovators

Learnnovators

ABOUT ERIC SCHUERMANN (Director of Global Sales, Trivantis Corporation Inc): Eric Schuermann is Director of Global Sales at Trivantis Corporation Inc. Its product suite includes Lectora – the world’s leading e-Learning software used by over 60% of the Global 2000 companies. Learnnovators: How do you think today’s rapid e-learning tools are equipped for ‘gamification’?

Learning Pool Named for the 9th Time on Deloitte’s Fastest Growing Tech Companies List

Learning Pool

” Announcing the winners of the Deloitte Technology fast 50 program, Peter Allan, Partner, Deloitte, said: “Since 2000, the awards have showcased an innovative and diverse range of technology companies, and this year is no different. Over this time, we have seen local technology companies capitalize on the opportunities presented by global changes.

Watch Out For These Trends in Mobile Learning: 2015 And Beyond

Origin Learning

Global mobile data traffic grew 69 percent in 2014 and was nearly 30 times the size of the entire global Internet in 2000. These are just some excerpts from Cisco’s Visual Networking Index: Global Mobile Data Traffic Forecast Update for 2014 to 2019, but they clearly prove a point. According to M2 Research, by 2015, 40 percent of Global 1000 organizations will use gamification as the primary mechanism to transform business operations.

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Top 5 Benefits of SCORM in eLearning

ProProfs

SCORM ensures global compliance of all the learning materials available online. SCORM, the most widely followed set of standard guidelines for eLearning, was developed in 2000 for a standardized eLearning system. In a global education system, about 78% of associations utilize Learning Management System (LMS) already. Not every LMS comprises of tools for gamification of the content. Learning is more effective when it is active rather than passive.

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Elearning Statistics 2020

Ed App

Even before the global pandemic hit, however, the introduction of eLearning and microlearning were already on the rise to train professional teams. Now that we know eLearning trends were on the rise before the global pandemic, let’s unpack the why. Gamification and Video.

eLearning statistics and trends: 2020

Ed App

Even before the global pandemic hit, however, the introduction of eLearning and microlearning were already on the rise to train professional teams. Now that we know eLearning trends were on the rise before the global pandemic, let’s unpack the why. Gamification and Video.

MOOCs in the Workplace and Heutagogy

ID Reflections

I have been simultaneously participating in 3 MOOCs recently— Gamification , Model Thinking and Globalization of Business Enterprise. The Gamification course came at the right time and helped me frame a solution for a client proposal.

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Is Online Learning the Solution to the Employee Engagement Problem?

TOPYX LMS

In fact, the infographic mentioned above stated, “70 percent of Forbes Global 2000 companies will use gamification to boost engagement, retention, and revenues.” . Employee engagement is a riddle no company has solved yet. According to Daily Infographic , 70 percent of employees in the U.S. aren’t engaged at work. Additionally, 75 percent of employees quit their jobs because they dislike their managers. 89 percent of employers think employees leave because of money.

Engaging Millennials Through mLearning

Ed App

Millennials or Generation Y are people born between 1982 and 2000. of the global population. Use of gamification. Corporates have begun to use this trait by including gamification strategies in their training. This is a generation that grew up fiddling with gadgets and video games. They love to express themselves in the shortest available use of words.

Talented Learning’s Greatest Hits: 2017 Edition

Talented Learning

We don’t perform on a live stage to sell-out crowds, but we do produce thought leadership webinars that attract hundreds of global attendees. Among the 14 events we produced last year, these were the most popular attracting hundreds of global attendees: #3 Paving the Way to a Profitable Learning Business. These posts gained the most traction last year: #10 LMS Gamification: Are We Having Fun Yet? Gamification is a hot topic, but it’s often misunderstood.

Online Learning Works – So Why are Schools Failing at it?

eLearning 24-7

Globally wise? Clearly online learning in elementary and secondary schools were well on their way by the early 2000’s, which puts a big dent into the whole “new experience of learning online” argument. . Gamification works well with online learning, especially students.

The DevLearn eLearning Rockstar Stage Reveal

eLearning Brothers

For over 20 years, Chris performed a hands-on role designing and leading development of learning solutions for global enterprise businesses across a wide range of vertical industries. Technology discussed in this session: Articulate Storyline 3 and gamification. Bill began his career in 2000 as an art director for various clients and agencies; he transitioned to education in 2007, working as a teacher with Teach for America.

eLearning’s Staggering Growth Due to ROI Benefits for Business

eLearning Narrators

The growth in eLearning since 2000 has been 900%. And between now and 2025, the global market has an expected CGR of 7.2%, growing from its current estimated value of $175 billion to a projected $325 billion. The concepts of mobile learning and micro learning today are what gamification was yesterday.

LMS State of Affairs

eLearning 24-7

Global markets. Gamification. It can offer mobile learning with responsive and on/off synch, social with vast capabilities, gamification, curation, LRS or Tin Can, PENS (type of compliance standard), video courses, video converter and much more. The industry in 2000 was the wild west, with plenty of snake oil salespeople out there, telling you what you want to hear, even if it wasn’t the case. 620 and counting. . Learning Systems. Learning Platforms.

Trials – Learning Systems

eLearning 24-7

In the early 2000’s right up to about 2012, trials were common in the learning system market. Especially in the 2008-12 time frame, when the economy on a global scale was in tatters. In other words, leverage that “Gamification” approach or benefit to buy our system, with using incentives for folks to utilize your welcome guide. Another vendor lists 2000 as Enterprise and again, in reality that is low mid-size, i.e. the top end of SMB.

GETOGETHER 2017: Celebrating Customer Success!

Growth Engineering

Gamification features like this show learners how the training benefits their career development and unleashes their inner superhero! Specialist recruitment company, PageGroup , had a truly global challenge on their hands, as they aimed to launch a global LMS to be used by all of their regional teams. Gamification Guru: GAME… The leading video game retailer in the UK and Spain won for their innovative use of gamification features on the Academy LMS.

Computer Aided Learning: From pre-history to where we’re at in late 2018

Ed App

Wikipedia states, “The first fully featured Learning Management System (LMS) was called EKKO , developed and released by Norway’s NKI Distance Education Network in 1991… In 2000, the University of Zurich revolutionized the concept of digitized learning by introducing the first open-source LMS called OLAT. Learning can be made even more effective through gamification. Computer aided learning represents some of the most effective forms of learning available.

THE 70:20:10 MODEL – TODAY, TOMORROW & BEYOND

Learnnovators

From 2002 until the end of 2008, Charles was the Chief Learning Officer for Reuters and Thomson Reuters where he had responsibility for developing the global learning and performance strategy and leading the learning organisation for the firm’s 55,000 workforce. However the 21st century global world is far removed from the long-past world of the Pietists. One global technology company refers to their learning model as the ‘Three Es’.

Talent Management Rankings: Our Kind of Olympics

Cognology

At the end of the four weeks, new hires have two options; head to the office and get started, or take a $2000 payout and leave if they don’t fit the company culture. Global consulting firm Cognizant was streaks ahead of the competition and landed gold for its Millennial-friendly approach and focus on integrated learning. From gamification to ebooks and progress planners, individuals can choose the tools best suited to their learning style?.