The biggest challenges and implications of gamifying the learning process in 2020
This is the age of
self-learning and lifelong learning. The most common answer to 'How do I
stay relevant in my industry?' is 'Keep learning!' The industry has evolved in
many ways to make learning fun, engaging and sustainable. One of the most recent
evolutions is gamification
in learning. In this article, we will tell you about the biggest challenges
and implications of gamifying the learning process in 2020.
Let's begin!
Challenge: Quality of
learning content
Implication: Choose
wisely
Gamification is a very
effective tool to build desirable habits. In the case of learning, these habits
would be - following a schedule, being immersed in learning and applying your
learning in the real world. Gamification can ensure that you build all of these
habits. However, if the learning content is not upto the mark, it is not
possible to get much out the whole thing.
So, before building a gamified
learning experience, make sure the quality is up to the mark. A good
practice would be to go through the content thoroughly and identify what makes
it unique.
Challenge: Course
duration
Implication: Points
and quizzes work, but not always
There are many ways to
gamify the learning process. The most common method is to introduce quizzes at
short intervals and to give points. This is functional gamification and it is
exciting for short courses (under 12 hours). However, the challenge is for
longer courses to have a deeper level of engagement. The learning process needs
to be more personalized, more human. This can be done by making recommendations
to the player on the basis on their progress. How can they learn faster? What
time of the day do they learn better? If designed well, gamification is very
helpful in tracking behaviour. It can churn out these recommendations. The key
is to be mindful about how long the player will need to master the topic being
taught.
Challenge: Picking a
theme
Implication: Know your
audience well
Learning content with
a storyline, characters, levels and specialized badges is seriously engaging.
Think about it. Have you noticed how almost all preschool learning tool use
this methodology? If it can engage a high-energy, easily distracted, 3 year old
- it can engage adults as well. The choice of theme depends on who is going to
learn. Sports is a universal theme and appeals to almost everyone (which sport
is a separate topic altogether). Detective themes work well too. Ultimately,
the common interests of the audience matters. Building a survey to check this
works.
TGC Technologies (The Gamification
Company) is a gamification and technology-backed ideas and products
company. We develop bespoke gamification solutions to meet the niche
requirements of an industry.
Want to check out whether gamification is for
you?
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