Gamification: Making Training A Game
We all have experienced various forms of training that has ranged from downright boring to exciting. What makes training exciting and engaging?
Asha Pandey recognizes that “recognition and rewards are the top 2 things that motivate employees” and asks then “why leave them out of learning strategies?” Pandey is excited to discuss gamification in the article 5 Killer Examples on How Gamification in the Workplace Is Reshaping Corporate Training.
Gamification is the integration of gaming elements in eLearning to create a highly effective and engaging learning experience. Gamified eLearning courses typically have a storyline, and features challenges, rewards, and analytics. (Pandey, 2017)
EI Design notes that gamification uses typical elements to create the gamification experience:
EI Design notes that gamification uses typical elements to create the gamification experience:
1) challenges (mapping to learning objectives)
2) levels (learning
path)
3) instant feedback (to aid progress)
4) scores or points (to impart a
sense of accomplishment and gratification)
5) badges (for significant
achievements)
6) leaderboards (for analytics)
7) competition (to access where
the learner stands against his/her peers)
8) collaboration (when multiple
teams play) (Pandey, 2017)
Pandey
provides five different levels and/or different examples of gamification:
- Level 1: Partial Gamification
- Example 1: Gamified quiz
- Level 2: Game-Based Learning
- Example 2: Compliance course on social engineering converted into a board game
- Level 3: Gamified Learning Path
- Example 3: Gamified product training
- Level 4: Gamified Portals
- Example 4: Learning portal with gamified quizzes
- Example 5: A complete gamified learning experience (Note: Pandey omits Level 5 and only provides Example 5) (Pandey, 2017)
The bank that I worked at uses gamification to help employees learn banking regulations and how to file customer complaints to improve customer service. Admittedly, I found that the training was entertaining and kept me engaged as I progressed through the modules which included filling my gas tank up by answering questions correctly.
I agree with
Pandey that gamification is the new frontier of training for keeping employees
engaged and ensures knowledge retention. We learn to enjoy games as children
and as adults we continue to enjoy games as well; therefore, gamification is a perfect invention
to make training fun and exciting for employees.
Works Cited
Pandey, A. (2017, October 24). eLearning Industry.
Retrieved from eLearning Industry:
https://elearningindustry.com/gamification-in-the-workplace-reshaping-corporate-training-5-killer-examples
I'm very intrigued by the learning games that the bank you worked at used to train employees on regulations, customer service, and complaints. Do you feel this type of training was more effective at teaching employees the basics of those job functions, as opposed to traditional learning tactics? Why or why not?
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