Gamification is the use of game techniques to increase engagement, satisfaction and fun. It helps inspire employees and students to get engaged in the learning process. The word itself was launched in 2002 by Nick Pelling, a British IT expert, but wasn’t widely used until 2010.
Based on extended research conducted by numerous educational institutions, what makes games effective for learning is the learners’ level of activity, motivation, interactivity and engagement.
Yes, it does. Here's why...Studies show that over 75% of people are gamers, about 50% are casual gamers, and 27% moderately to fairly often.
The reality is that learners recall just 10% of what they read and 20% of what they hear. If there are visuals accompanying an oral presentation, the number rises to 30%, and if they observe someone carrying out an action while explaining it, 50%.
But learners remember 90% "if they do the job themselves, even if only as a simulation." Almost 80% of the learners say that they would be more productive if their university/institution or work was more game-like.
Over 60% of learners would be motivated by leader boards and increased competition between students, and 89% would be more engaged within an e-learning application if it had a point system. These statistics point to the value of engaging your learners on terms they relate to - gaming and healthy competition.
The gaming techniques most preferred by learners are progressing from one level to another as their expertise develops, keeping scores in a game, Avatars, and earning virtual currencies.
For more information: http://elearningindustry.com/subjects/elearning-concepts/gamification-education
There are literally hundreds of examples of the success of gamification. Here's one...Microsoft developed "Communicate Hope", which aided the development of Microsoft's Lync (now known as Skype for Business). For this game, the goal was to get users to provide feedback on the product design and usability and to submit bugs. The game leaderboard was linked to five charities and Microsoft's contributions to those charities was tied to the game results. Game participants provided 16x more feedback than those not playing the game, and tens of thousands of dollars went to the charities.