What is Gamification? Gamification in eLearning is the use of game theory and game mechanics in non-game contexts to engage and motivate your users. Gamification is growing in popularity and is a common tool used in many online classes. There are many different reasons and benefits to using gamification within your eLearning courses.
If you’d like to see measurable results in your online course, gamify it! We’ve created a list of 5 simple tips to get you started.
- Create challenges or quests. In games, users have to meet a challenge in order to continue on. In the classroom, you can easily incorporate the same concept. Many learning management systems easily allow prerequisites within your course. You can simply force the student to complete one task at a time, in order to advance to the next course section.
- Offer badges or rewards. Rewards are a great way to recognize student achievement and promote further motivation and confidence. Even if badges are given for simply completing an assignment, quiz, or extra credit – the student will appreciate the recognition of effort.
- Allow second (or third) chances. In video games, many times users have more than one “life” – when they fail a challenge, they are able to learn from their mistakes and try again. In the classroom, it is the same concept. If a student takes a quiz and fails, perhaps they should have another chance to make a better grade. Many times, students are more motivated when they have multiple chances to get the highest grade they possibly can.
- Provide instant feedback. Feedback is essential for users to know how they are progressing in video games – and it should be the same in the classroom. Although it may take a little longer for the teacher to give the feedback, rather than a computer, the student will appreciate it and know if their progress is heading in the right direction.
- Give students a choice. Some video games award differently depending on the path you take to reach the final goal. There are often times numerous paths or choices to choose from. In the classroom, you can allow students different options to reach their end-of-course goal. Whether it is a test, project, or essay – the student has a choice and can apply their knowledge in different ways.
So what do you think? Would you add gamification to your online course?