Gamification in e-learning

Your free downloadable white paper

Daniel Griffin explores what gamification is and how its principles and practices can be applied to e-learning. The white paper begins by outlining the history of gamification before delving deeper into the psychology of how it can be used to motivate individuals, specifically in the workplace.

What is Gamification?

There is no universally accepted definition of gamification, this is largely due to the fact that it can mean different things depending on how and where it is applied. However, for the purposes of this whitepaper, gamification can be defined as: The use of gaming elements and game design in non-game contexts.

Broken down into its component parts, this definition means:

  • The use of gaming elements
    Gaming elements are the core building blocks of what makes a game, for example; points, resources, quests/challenges, levels, progression, social elements, character avatars, rewards, punishments, and saving progress are all examples of gaming elements.

  • and game design
    Game design is how the game operates, how it uses the gaming elements in conjunction with the game’s objectives to create an engaging experience for the user. This also incorporates the visual design and experience of the game from a user’s perspective.

  • in non-game contexts
    Traditionally, games are created with the main objective for the user to enjoy the game. Gamification however is using the game elements and design outlined above to create a game with further objectives such as; learning, being more active, engaging more on a website, etc. These non-game contexts are where added value can be created.

    The core to succeeding at gamification is understanding how successful games are built, not just computer games and board games, but the game mechanics that influence everyday life. The next step is applying this understanding to build games into non-game processes such as a sales function in an organisation, a marketing campaign, or even an online classroom. These gamified processes are designed to increase engagement and improve the efficiency of the function itself.

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Gamification in eLearning