The idea of gamification often feels way too good to be true. A training method that promises increased engagement and produces learners that actually want to access materials and content? It’s no wonder that organizations are quick to jump on the gamification bandwagon. Unfortunately, poorly-planned gamification almost always falls flat, leaving learners bored and administrators wondering where they went wrong.
As far as the education technology industry is concerned, there were a lot of years where it stayed on the backburner. While companies plowed their money into marketing or software, training was usually deemed sufficient with a few videos or a long-suffering module that hadn’t been updated in years.
From marketing to microlearning, we’re always getting requests for blogs and questions about trends and best practices in corporate learning. Luckily, we’ve also been cultivating our own library of articles, opinions, and expertise, all while keeping track of the trends. As 2016 winds to a close, we wanted to take stock of some of the most requested corporate learning blog topics for the year (and show you where to find the answers to all of your burning blog-based questions).
You can barely go online–let alone leave your house–without meeting a barrage of Pokemon Go players hunting for a Jigglypuff or looking for tips to level up. As of last month, the game boasts 21,000,000 active users and cranked up Nintendo’s stock price 120 percent, with the price of Nintendo-related paraphernalia going up 200 percent in the wake of its July release.
What is Gamification?
The definition of gamification is the craft of applying the mechanics and experience of game design that trigger intrinsic motivation factors and emotional connection, to engage and motivate people to achieve certain behaviors or learning goals and to improve their ability to quickly comprehend complex and abstract issues.
Millennials seem to be the talk of the town, and they should be as they are quickly taking over the majority of today’s workforce. Companies worldwide are looking for new ways to connect with, engage, and train these up-and-coming, tech forward leaders, and it can get a bit foggy with all of the different training delivery methods out there. We chose the top two delivery methods we get asked about most often to discuss in this article: Microlearning and Gamification.
One question we often get asked when it comes to redesigning eLearning Solutions for our clients that are curious to add gamification to their learning strategy is “What are the levels of gamification I can choose from?”
Elizabeth Gilbert’s most famous work–Eat, Pray, Love–reads something like a fantasy trip: Time for self-reflection; and of course, pizza. But in her newest book, Big Magic, Gilbert explores a topic more widespread (and closer to home): The idea of creativity.
Just like eLearning can’t take place without a deep understanding of learner motivation, gamification in employee training won’t work without an understanding of what drives and motivates employees. Just adding points or badges to a learning module is not gamification. Each game mechanic taps into different motivators, so to apply the right ones, you have to understand what motivators you are trying to activate, and how they align to the goal of the learning experience. You can find an in-depth look at how different game mechanics appeal to different key motivators in our eBook here. Read More
When you hear the term “growth hack,” what do you think of? Similar to growth marketing, it’s one of those buzzwords that marketing pros throw around, especially when speed and size are of the essence. But more than just a flashy hashtag, #growthhacking has real applications when it comes to helping your learners see the need for more training.