So, does that mean that we can now learn from video games?While the idea sounds tempting, video games aren’t usually involved. There is the mistaken idea that gamification is synonymous with JUST playing video games. Although it is true that it picks up some elements of their design, this strategy goes beyond that. In its true essence, this trend in e-learning can involve anything from a simple mobile application turned into a game to an online course where you unlock achievements as you go up. The main purpose is to tackle the boring and taxing elements of learning and applying ‘gamified’ solutions. For example, Duolingo makes use of them to teach languages. During the course, you can go up in level, and in doing so, the user acquires “lingots”, a kind of virtual currency that can be spent in a virtual store. These characteristics make it similar to that of a game, but they help to motivate people in their learning.
Keep better track of your learning progress with gamificationLike any game, an online teaching platform based on gamification must meet four points:
- Free participation
Is it child’s play?The main question many people ask about the elements of gamification is whether they can be used in any type of training or learning, that is, if it goes beyond its most obvious use: in children and young people. One of the most important uses of gamification is in the corporate sector. It can be applied in product or service training, social skills reinforcement programs or induction of welcoming of staff. In addition, an important question to consider is that the percentage of millennials that are added to the labour world is increasing. This generation, accustomed to technology, no longer learns in the same way as its predecessors. Training based on gamification will be a more attractive and immersive option for these new collaborators and will have a greater impact than if we delivered a manual with pure text.
Ending noteAs the day goes by, more and more companies and institutions continue to invest in digital solutions for training and education. They have realized that these tools give them the opportunity to regain the attention and interest of their staff to learn. In the case of students, they will be more interested and motivated to finish the course. The key is to think about how academic or business content can be integrated into the design of gamified e-learning platforms. Gamification is the perfect combination of pedagogy, technology and fun. Considering this design alternative for educational platforms can be the key to the future of e-learning and other applications for productivity, in addition to generating a competitive advantage in the market.
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