Gamification and e-learning
Tap just the black tiles, arrange numbers to get to 2048, make a combination of candies: At a first look, it can look silly, but these are the main objectives of some of the most popular mobile games of the last years. But what can explain the popularity of the games? As human beings’ competition it’s on our nature. If there’s a prize, even better, we can get more engaged to the game. It was this principle that guided to make gamification into a trend on the last times. And what is exactly gamification? Gamification is about using the background of game design, its strategies and technics in another fields. It’s using some qualities that are eminent to the games and bring it to different realities where it can be very useful. Games bring the engagement through competition, quick evolution and feedback and it can be very helpful in different fields as HR, education and healthcare.
Companies already realized the gamification potential and are applying it mostly on team encouragement and corporative learning. On the corporate education field, gamification makes lighter to learn, transforming it from another work task into a simple and cool thing. It makes possible to have a holistic view of the learning, but divides it into step by step, showing the progress in a very clear way and making the goals into something reachable. There are a lot of lessons that games can bring to the business, particularly on the e-learning area which a lot of companies still follow a traditional and, a lot of times, ineffective model. On this sense, gamification can improve productivity, focus and determination and through a model of challenges it’s possible to make the students more motivated to learn more and reach the goals. You see the example of gamification above (Choose the correct answer and click the Confirm button down the video)