Posted By docebo
Let’s take a step back and define exactly what gamification is.
Gamification refers to the use of game mechanics in non-gaming activities like learning. Brandon Hall Group suggests that gamification acts as “a positive disruption, a game changer that has the potential to level up the digital learning process”.
At its core, gamification has four key elements:
This concept of taking the essence of games—enjoyment, play, openness, creativity, and challenge—and applying it to real-world objectives rather than pure entertainment not only increases enjoyment of the tasks but also reinforces quick decision making.
So, could gamification be right for your eLearning initiatives? The easy answer is yes. Not only does eLearning Gamification improve engagement, but it also supports learning retention as well. Brandon Hall Group cites Holden, a 2016 winner of a Gold Award for Best Program for Sales Training Performance, as an example of a company using gamification to drive tangible business results. The Holden Adaptive Platform partnered with Tata Interactive Services to deliver “right-sized” content that sales team members could apply in real time. This approach led to larger deals, 15% higher win rates, and 15% higher client satisfaction scores.
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