Gamification Reference Guide

Gamification - The Learning Manager Reference Guide

 

05/19/2016

Gamification involves the use of game elements to engage a learner’s competitive nature in order to obtain a desired objective. It includes the application of typical elements of game playing (e.g., point scoring, competition with others, rules of play) to encourage engagement with a product or service. Using extrinsic motivation, the gamification of learning leverages the intrinsic motivation and desire to win. When structured properly, the underlying process is able to create positive changes the learner’s behavior.

Although the primary objective of training isn’t for learners to have fun, many studies have shown that by changing the behavior of a learner by making the learning experience fun and enjoyable, the retention of the content will be higher than if the learner attempted to learn content through traditional means. Gamification can be applied in a wide variety of settings that include eLearning, employee training, and website conversion. Download our “Gamification - The Learning Manager Reference Guide” white paper today for an overview of gamification and the value it adds in a corporate setting.

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