This is a segment of the original article. Click the "Read More" link at the bottom of the article to see it in full. I did not write this nor do I claim to. This is all curated content that I have read and found interesting.
30th January, 2019 By An Coppens
Gamification in e-learning has had some bad rep lately, probably because people are finally starting to see for what it is. The hype and shouting that it would fix all engagement issues are thankfully coming to an end. It is making way for real projects with realistic goals and intentions. Unlike some in the gamification industry, I have always maintained that on average between 10 to 20% of improvement comes about from gamification in user engagement, knowledge retention, etc. But that happens only if and when the basics are also covered,
What are the other basics that need to be in place to make gamified e-learning work?
The learning experience always starts by exploring what your learner already knows and where they may benefit from improving. Based on this starting point a learning designer would map out content and work with subject matter experts to generate an engaging learning design. The learning designer in tune with learning science will know when to create theory and when to build in practice.
In order to create a gamified learning journey, you need to understand why the learner learns …read more