You know what it’s like, something new comes along and suddenly everyone’s doing it. It’s as if you worry you’ll be left behind if you don’t adopt the latest trend.

The thing is, sometimes the latest fad isn’t going to be right for you. Take digital learning as an example.

The world of learning has moved on a lot over recent years.

Rather than removing staff from their places of work to learn in the classroom, most companies have now adopted elearning.

Considering the cost savings and increased effectiveness of having your employees learn ‘on the go’ at a time that’s convenient to them, it’s not surprising most companies have adopted this trend.

Of course, as with all learning, its effectiveness lies within the quality and relevancy of the content and its ability to immerse the student in the learning material.

However, new technologies are evolving to help with this last part – most recently gamification. But is this something you should be offering? Is it right for your learners?

To gamify or not to gamify, that is the question

Here at Clarity International we work with lots of world-class brands creating immersive elearning packages and have seen more and more wanting to use gamification techniques – but that doesn’t mean it is right for you.

Before you jump on the bandwagon you must first understand what all the fuss is about.

Gamification refers to the incorporation of the mechanics of gaming within the world of learning to draw users in, helping them engage with the content and earn rewards. These elements could be things like badges, leader boards and points.

So we’re not talking about converting your learning into a game of Space Invaders, but rather incorporating the elements of gaming that create an immersive experience.

Therefore, it is designed to bring out the competitive element in your learners – encouraging them to complete levels of learning and to climb leader boards etc.

Putting the fun back into learning

Whether your employees are 18 or 50+, your elearning will be far more effective if it is fun.

When they are enjoying what they are doing they are going to be more engaged with the content and therefore more likely to retain it. Let’s look at the stats:

  • 10% recall read content
  • 20% recall content they’ve listened to
  • 30% recall combined oral and visual content
  • 50% recall information explained through a live demo
  • 90% recall content when they do a simulated exercise

As you can see, the more interactive the learning, the higher the probability of the content being absorbed and retained.

Gamification within your elearning gives individuals the opportunity to learn and practice their newfound knowledge within different scenarios. Based on real world situations, the skills they learn are directly transferable to their everyday tasks.

Gamification boost the effectiveness of your elearning

The bottom line is that the use of gamification techniques within your elearning will boost its effectiveness, but only if you have a set of clear goals. Throwing these elements into your courses liberally in the hope of achieving transformative learning won’t work.

Before you bring in the elements you must be sure that the content you are providing is relevant and fit for purpose. Gamification is added to make the content more visually appealing, innovative and easy to navigate with added award-based elements to encourage learning.

You can find out how we’ve been using gamification techniques in the digital learning sphere by checking out some of the work we’ve done with Amdocs, NHS and BT in our case studies.