Let me help you with the 10 benefits of gamification in e learning, which makes it a must have for your organization also it enhances e-learning:
Fun while learning
The most obvious benefit. Gamification makes the learning experience fun. It helps learners discover their potential and build skills. By combining learning elements with entertainment, gamification in e learning takes regular, dry e learning courses and breathes life into them simply by incorporating fun game play elements, like quizzes, strategy based games, and so on.
Enhanced Learner Experience:
Gamification in e learning helps create a more engaged learner experience. It gives an aura of positivity which further fuels the learner’s enthusiasm and interest. Successful gamification implementation can help a learner commit the lesson to long term memory, just by providing a favourable and fun learning environment.
Remember how successfully passing a level in a game would send a rush of motivation and determination through you, keeping you going strong on your quest to win the game? Well gamification elearning works on the same fundamental concept, by offering competitive games and point scoring systems to keep learners motivated at each step of the e learning journey. Increased motivation means increased engagement and knowledge retention which ultimately leads to better productivity
Improvement of knowledge:
Since gamification provides a more engaging and entertaining learning environment, by extension the knowledge retention and absorption capacity of the learner also increases. Gamification in e learning can help learners retain knowledge such that it will not only be easy for them to retrieve at required occasions but also help them overcome real world issues with the application of the same knowledge.
Not just for kids:
LMS Gamification not only helps in educating children but is equally successful in providing an exciting learning experience. If learners are having a fun time and are excited about their courses, irrespective of their age, they are more likely to absorb and retain the knowledge provided to them.
Since gamification encourages interaction among the learners, through team challenges, competitions, etc, it greatly affects team building, collaboration and communication between the learners and thus strengthens the relationships within the organization.
When you mean by eLearning platforms are you looking to create online courses and tests as well as manage compliance and issue certifications?
If that’s the case then you can check out Paradiso Learning Management System. It comes as an integrated eLearning platform that help you:
1) Create courses, assessments and feedback surveys
2) Assign these courses to learners and track their progress
3) Manage learners via a centralized learning portal
4) Share courses via emails, link or embedded on your website
6) Issue custom designed certificates will meeting compliance requirements
Gamification means using game mechanics to encourage learners to explore and learn with fun. Gamification brings game dynamics to ones learning process.
So how can this Gamification be used to enhance e-learning?
• Point System
Point system can be introduced where learner gets points for certain behavior or activities. Also, this point system can be customized to any business objective.
Badges provides goal for learners which can be achieved within an LMS. Best part is that, trainers can design their own badge and determine what a milestone should be for a particular badge.
• Gamification Leaderboards
Leaderboards help learners to keep track of their points. It also helps learners check their performance against others which motivates them to work harder.
These points, badges or even Gamification Leaderboards, become a source of motivation and learners even can flaunt it on social media about the same.
Applying these game dynamics makes conventional boring training lively and engages every learner and gets the most of them.
These are some of the ways how Gamification can be used to enhance e-learning in one organization.
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