Now that you know what gamification is, let’s talk about the ways in which it promotes deeper understanding in learning.
We’re already jumping on board — if you are interested in learning Pardot, check out our new, gamified Pardot e-learning offering, Ascent!
Anyways, back to gamification.
Making work or learning more like a game can be very motivating. Think about it; to study, would you rather read a textbook, or play a game?
And the facts back it up.
In a TalentLMS study,
- 89% of those surveyed stated that a point system would boost their engagement
- 62% stated that they would be motivated to learn if leaderboards were involved and they had the opportunity to compete with other colleagues
- 82% are in favor of multiple difficulty levels and explorable content
- Almost 80% of the learners say that they would be more productive if their university/institution or work was more game-like
So, gamification clearly helps motivate students — but how does that translate in terms of effectiveness?
A study by eLearning Guild found that students scored:
- 14% higher in skill-based assessments
- 11% higher in terms of factual knowledge
- 9% increase in retention rates
Here are some great real-life examples of businesses using gamification:
How can you best introduce gamification into your business?
According to TalentLMS, the most preferred gamification features include:
- Progressing to different levels (30%)
- Points/scores (27%)
- Real time feedback on performance (26%)
- Progress bars (25%)
- Activity feeds (24%)
The least preferred gamification techniques seem to include:
- Competition with friends (13%)
- Virtual gifts (12%)
- Being part of a story/narrative (11%)
- Avatars (3%)
- Virtual currencies (2%)
In business, prioritization often comes down to dollars. If you are considering investing in gamifying your services, how does the outlook appear?
Experts are projecting that gamification is going to continue to grow at an exponential rate. Some noteworthy statistics:
- The gamification market is expected to reach $5.5 billion by 2018 (compared to $1.7 billion in 2015)
- The largest market is expected to be North America, followed by Europe
- Game-based global revenue is expected to jump from $1.5 million in 2012 to $2.3 million in 2017
Our question for you: Are you ready to get gamified?