Mash up Real-Life Learning with Various Levels of Virtual Challenges!
In recent years, technological developments have been on the rise where learning and gaming have no limits. Both together would provide great results. People would be more interested in game-based learning than in textual learning. There could be a lot of contradictory views from various learners all over this world, but to be more specific, I will share a few learning experiences on gamification for various training requirements such as induction/onboarding, behavioral change programs, and talent management programs.
E-Learning and gamification:
Gamification is synonymous to game-based learning. The concept of gamification is not just about playing games; it is about gaining knowledge through playing games.
Gamification, according to Wikipedia, is “the use of game thinking and game mechanics in non-game contexts to engage users in solving problems”.
The following content contains a brief explanation of various parameters of e-learning.
In terms of exposure, game-based learning (GBL) is more of fun-based learning. Here one tends to be more interested in setting targets, accomplishing the goals, and gaining scores to prove his/her learning through the game.
GBL provides a platform to face real-life challenges; it is an informal and effective way of learning.
In GBL, learners get instant feedback, which helps them evaluate their performance instantly. There can be multiple testing stages in gamification, where a person can improve his/her knowledge on any specific skill.
There can be massive behavioral changes in learners, as they are exposed to scientific knowledge and tech-based solutions. The behavioral change can be either positive or negative. For example, an ad goes thus
Not so long ago, there lived an active, healthy boy.
One day, he was gifted a mobile phone.
To read and register a visual image and then recall and retain that information at a later stage is one of the best ways to learn. In simple words, it is easier to remember a map or a poster ad, or any conceptual image, or a photo story than to remember a textual content. Visual impact of the content/information on the learner helps him/her remember it, and the results executed via GBL are generally ranked high.
To conclude the concept of gamification, it is more about how effectively the message can be conveyed. It is not only time efficient, but also has a greater impact on the learners. It also reduces the manual effort put in by a TL or an instructor. An interesting fact related to gamification is that the gamer/learner can evaluate his/her own performance and improve his/her learning. In sum, gamification is a great learning experience through fun games.