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This TedTalk highlights how parents can improve their children's ability to learn by encouraging them to stay engaged with "gamified" technology mediums instead of pushing them into more traditional learning methods. He argues that since children have grown up using fast paced technology traditional learning methods might not provide enough stimulus, but through the constant movement of game play kids can learn at a pace they are more used to.

This was a helpful watch as it reinforced the applicability of gamified learning across multiple spectrum's like the classroom but also how it can actually increase fluid intelligence. The speaker noted that by engaging the brain through gamification methods like novelty, challenging yourself, thinking critically, earning rewards, competition, networking and experimentation brain activity increased markedly. It also gave examples of how we see gamification techniques at play in our daily lives including our car's dashboard when it tells you how many miles per gallon your car is getting based on how much you use the accelerator, or in Sweden how digital speed limit signs automatically enter drivers who were observed going under the speed limit into a drawing to win money for doing the right thing. This was a great way to see the concept in use in today's world.

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Can playing video games make you more productive? Gabe Zichermann shows how games are making kids better problem-solvers, and will make us better at everything from driving to multi-tasking.

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The article from the University of Chicago gives insight to gamified learning as an immersive, engaging experience for interacting with students in the modern classroom.

The article shows how educators can leverage gamified learning in their environments by allowing students multiple paths to complete a task, the ability to fail in a safe space with multiple attempts to "get it right" and how even though gamification is associated with video games it's not technology dependent. Students can still learn in a gamified fashion regardless of the medium available.

This was a great because it highlighted why using gamification techniques can lead to success. one particular area that stood out was the fact that it gives students the option to learn in a way that works for them when learning, instead of a one path method.

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Gamification, or gamified learning, is a way to create immersive, engaging, and student-centered learning environments. In a gamified classroom, knowledge acquisition can become a collective or competitive adventure. First emerging in the mid-2000s, this pedagogical approach has resurged in popularity in the recent past due to pandemic-related disengagement (Google Trends). Mika LaVaque-Manty, a faculty member in Political Science at the University of Michigan, has won national teaching awards for his use of gamification in the classroom. Mika explained that gamification in the classroom means including:

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Gamification for E-learning                                       (First Peer Reviewed Article)

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Gamification for E-learning                                       (First Peer Reviewed Article)

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This peer reviewed article shows the challenges of current e-learning environments as it relates to curriculum's that are designed for the masses but don't match the preferred learning style of the students. This is leading to decreased motivation and higher dropout rates.

The authors of the paper show that while using broad based gamification techniques did lead to an increase in student engagement the results did not move the needle in a significant way. They showed that through adaptive-gamification, that specifically targets the student's preferred learning style engagement and motivation can be markedly increased, in this case by approximately 25% each. The study showed that adaptive gamification can overcome the most significant challenges faced by e-learners including lack of collaboration, reduced face time, varying degrees of knowledge, and motivation.

This case study was very beneficial to my understanding of gamified learning because it shows that one size does not fit all when it comes to learning at all levels. You still must create enough features in a learning curriculum that appeals to active, reflective, visual, audio and sequential learners. This can be achieved with highly visual leader boards, challenges, road maps, and timelines.

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Gamification vs Traditional Learning                           (Second Peer Reviewed Article)

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Gamification vs Traditional Learning                           (Second Peer Reviewed Article)

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This peer reviewed article shows the results of three 9th grade math classes who were subjected to 3 different instructional learning approaches. The learning approaches were traditional classroom learning, a flipped class with pre-loaded lectures and lesson plans and gamification, and online study with gamification.

The study conclusively shows that the flipped class with gamification outperformed the other methods in both hard-data like test scores but also in direct student feedback.

This article fits my topic because it illustrates of how gamification, when done correctly, can help all learning styles perform at higher levels versus traditional classroom methods, regardless of subject.

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This is a visual rendering of the key components that make up gamification. The key factor with starting gamification learning is ensuring you are presenting topics and techniques that will motivate learners and lead to higher user engagement. Once the learner completes a goal/task appropriate positive reinforcement will help keep the user engaged, usually in the form of visual recognition, competition amongst peers, etc. This further engages users and they will continue using the platform for more learning and challenges until it becomes a flywheel model.

Having a visual clue was helpful for my understanding of how gamification works as i tend to be a visual learner and like to see something in action before I can fully grasp the concept.

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Author: Steven Chopade

Implementing an effective gamification strategy in eLearning is a powerful way to improve knowledge retention. It involves the use of unique gaming techniques and elements to increase the learner's participation and stimulate their interest.

Gamification is also proven to be useful in increasing collaboration between learners, when applicable, and enhance their cognitive abilities. In fact, the rising inclusion of gamification in eLearning is a top reason for the latter's market growth.

Well-designed gamified content focuses on leveraging intrinsic motivating factors in the user to encourage them in the learning process. For example, the leaderboard is one type of game design that challenges users to compete against one another and finish the task.

Then there are reward programs like badges and points to push learners to keep learning. Gamification creates an emotional connection between the learners and the content. Surprise elements and hidden challenges keep up the engagement levels with the content and ensure course completion.

That said, there are different gamification elements that incentivize learners to perform better and induce a positive learning attitude. As gamification analyst Karl Kapp rightly puts it, "Gamification is the cover to add the interactivity, engagement, and immersion that leads to good learning."

Let's look at the key aspects of creating a gamification strategy.

What is Gamification?

Gamification is adding game mechanics to a UI using instructional content. It involves repurposing information that leverages game motivations.

According to Dr. Vikas Joshi, Founder & CEO, Harbinger Group, applying gaming aspects to an otherwise mundane process is called gamification. Experts say improving outcomes and increasing involvement are the core purpose of gamification. Gamification is observed to gain a lot of traction with the growing adoption of new learning technologies.

Everyone is probably more familiar with gamified learning than they realize. Gamification is already a common practice, even if it isn't immediately acknowledged. Any company that wants to improve employee engagement and satisfaction should consider implementing gamification in L&D.

While some of the games may be animated, they need not be as complicated or fancy every time. One can apply simple strategies and frameworks as the starting point. A beautiful thing about gamification is that it provides the creators with varied approaches that can be easily adopted.

Scores, leaderboards, quizzes, badges, leveling, challenges, progress bars, rewards, and timers are some of the specialized and widely used gamification elements. Some well-known brands like Nike, Starbucks, Duolingo, and Fitbit have made gamification an intrinsic part of their offerings.

Gamification is not just a buzzword. Organizations shouldn't overlook the benefits of gamification in corporate training and learning.

Top 8 Gamification Strategies Businesses Can Choose From

There is no doubt that a robust gamification strategy motivates user participation and boosts engagement. Also, gamified environments can elevate learner experience to the next level.

Here are the top 8 gamification strategies which can be deployed to achieve desired training goals.

Integrating task-based simulations in the training program, can help learners to polish their skills and get solutions to problems they most often would encounter in the real world of business.

Employees that go through such trainings are well trained to avoid traps and have crucial tips that are less likely to fail in the real world.

It is easier for employees to add to their skills through animated or gamified training options.

Pro Tip: Simulations should be designed to mirror real challenges, they should be competitive, use of catchy and relevant images must be considered to enhance learner engagement and experience.

Game mechanics can be leveraged to make learning more meaningful by breaking it down into smaller, easily accessible, and consumable chunks, to address the forgetting curve. Games can be strategically used to divide training into small sessions enabling learners to stay engaged and respond positively.

Active learning is a great way to kill boredom and encourage learners. This can be done through various activities such as group discussions, case studies, events, but gamification is one of the best ways to bring the best out of active learning.

Using the points mentioned below, you can use the power of gamification to foster an environment of active learning in the organization:

Know your learners

Address their anxieties and fears

Let learners take control

Add elements to prevent monotony

Use familiar characters, case studies and stories

We agree that rewards are a great way to attract learners to leverage the power of gamification to skill, upskill, cross-skill, or simply stay updated with knowledge needed to perform and stay ahead in a corporate set up.

However, if learners participate in such learning programs only for rewards is a fallacy. Remember the best corporate gamification program is primarily about the competition and thrill factor. So, make sure to strike a balance and not only focus on rewards.

Celebrating the fact that we are all winners will take your gamification strategy a long way. It is wise to measure performance based on participation and praise the efforts of people who made those efforts.

After all, gamification in business is all about teamwork.

Gamification can be used to foster a continuous learning environment by incorporating game elements, such as badges, leaderboards, and rewards, into training activities. This approach motivates learners, enhances engagement, and encourages them to pursue knowledge willingly, thereby promoting ongoing learning and skill development.

Integrate storytelling elements into the learning content to create immersive experiences. Develop narratives and scenarios that require learners to make decisions and solve problems, making the learning process more interactive and enjoyable.

Want to level up the personalization game in your gamification strategy? Then allow learners to create their avatars and personalize their learning journeys. Avatars add a fun and interactive element to the learning experience, making it more relatable and enjoyable.

Want to know how Harbinger can help you gamify your content? Check out our Gamification Framework.

Understanding Gamification at Work: 10 Key Aspects

Gamification at work refers to the application of game elements and mechanics in a non-game context, such as the workplace, to engage and motivate employees, enhance productivity, and drive desired behaviors. It leverages the psychological aspects of games to make work tasks more enjoyable and rewarding, ultimately fostering a more engaging and productive work environment.

Here are 10 key aspects of gamification at work:

1. Game Elements

Gamification incorporates various game elements, such as points, badges, leaderboards, levels, challenges, and rewards. These elements provide a sense of achievement, competition, and progress, tapping into intrinsic motivators like autonomy, mastery, and purpose.

2. Goal Alignment

Gamification is most effective when game elements and mechanics align with the organization's goals and objectives. By mapping work-related tasks and objectives to the game elements, employees can see a clear connection between their efforts and the desired outcomes.

3. Motivation and Engagement

Gamification increases employee motivation and engagement by making work more enjoyable, interactive, and rewarding. It creates a sense of challenge, accomplishment, and friendly competition, which can enhance employee satisfaction and performance.

4. Skill Development

Gamification can be used to develop and enhance specific skills or knowledge areas. By incorporating learning elements into game mechanics, employees can acquire new skills, improve existing ones, and engage in continuous learning within a fun and engaging context.

5. Collaboration and Social Interaction

Gamification can promote collaboration and social interaction among employees. Leaderboards, team challenges, and collaborative quests can foster a sense of camaraderie, teamwork, and healthy competition, encouraging employees to share knowledge and work together.

6. Feedback and Recognition

Gamification provides immediate feedback and recognition for employees' efforts and achievements. Real-time feedback, virtual rewards, and badges can reinforce positive behaviors, acknowledge accomplishments, and encourage desired performance.

7. Performance Measurement

Gamification can help track and measure employee performance and progress toward goals. By collecting data on game-related activities, organizations can gain insights into individual and team performance, identify areas for improvement, and make data-driven decisions.

8. Customization and Personalization

Effective gamification allows customization and personalization based on individual preferences and needs. Allowing employees to choose challenges, set goals, and customize their experience can increase their sense of autonomy, engagement, and ownership.

9. Ethical Considerations

While gamification can be a powerful tool, it is essential to consider ethical aspects. Game mechanics should not create unnecessary stress, foster unhealthy competition, or lead to burnout. It is crucial to ensure fairness, transparency, and inclusivity in the design and implementation of gamification initiatives.

10. Continuous Iteration and Improvement

Gamification programs should be continuously evaluated, refined, and improved based on feedback, data analysis, and evolving organizational needs. Regular assessment and iteration help maintain relevance, effectiveness, and sustained engagement over time.

What is an example of a gamification strategy?

Gamification is popular. Several businesses across the world have a gamification strategy in place, given its USP to make learning fun, rewarding, and engaging. Harbinger helped a famous retail food chain in the US to build a gamification strategy, by developing a drive-thru service game that delivered actual experience at a Drive-thru counter. The thoughtful created gamification strategy helped the fast-food chain in different ways.
End Note
By understanding and effectively implementing a gamification strategy at work, organizations can harness the power of game elements to achieve the desired business outcomes. Gamification in learning has the potential to transform the learning experience by making it more effective, engaging, and interactive.

A gamification strategy should always serve as a means to enhance learning and engagement, so it's critical to strike a balance between fun and learning. It's also important to design and implement gamification thoughtfully, ensuring that the game elements align with the learning objectives and promote meaningful learning experiences rather than mere entertainment.

To learn more about gamification or build a winning gamification strategy in eLearning, contact our experts at contact@harbingergroup.com.

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How to Build a Gamification Strategy - An Expert View

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Learn how to create an engaging gamification strategy for your business with our step-by-step guide. Discover how to use game mechanics to motivate, engage and reward your customers, and find out how gamification can help you achieve your goals.

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This video highlighted steps that instructors can take to gamify their lessons to help with learner engagement. The host talked through the importance of setting a clear goal for students at the outset and then using visual aids like a progress to show completion progress. She also discussed the importance of incorporating steps that ensure healthy competition and collaboration amongst the learners. This was done via individual badges for the intrinsically motivated students who earned for good test scores, while the team badges are meant to incentivize the externally motivated learners.

This video helped me understand the fact that while most gamification learning is technology dependent, you can still use the engagement techniques that are coded into an e-curriculum in a non-digital environment. This is important because as learners or instructors we might not always have access to the newest technology but we can still gamify learning material, meeting agendas, curriculum's to drive learner engagement.

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The purpose of this article is to share the results of a study done in the workplace to test if employee engagement could be improved through gamification, specifically among the millennial demographic.

The study found that by using gamification techniques like using visual leader boards, progress bars and others the testers were able to raise employee engagement. The participants came away with higher levels of satisfaction and enjoyed being at work more than prior to the study. Interestingly, the study found that not only did engagement improve with millennial's in the study but also amongst non-millennial's as well. Perhaps showing that gamification techniques are effective across the age spectrum. The testers admitted that further testing would need to be done to get a better understanding of the gamification impact but the initial results were promising.

This article helped give me a greater appreciation for the broad based applicability of gamification learning. As we've seen in previous studies this technique has shown to be effective in both the classroom and now this study shows there are ways to improve workplace settings as well. This was also note worthy for me as well because my company recently launched a gamification tool for front line employees to interact with their daily performance results.

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Understanding the effects of gamification on work engagement: The role of basic need satisfaction and enjoyment among millennials

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Millennial perspectives on work engagement can aid companies in fostering a more dynamic and successful workforce by recognizing that engaged employees tend to be more productive and satisfied. How…

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This podcast gives an overview of how gamification and game based learning have impacted classrooms and higher education. In addition to insights the hosts provided on how they use gamification techniques they also talked about the difference between game based learning and gamification. The important distinction is that game based learning is where learners play games while learning a lesson, while gamification introduces game like elements to the learning process.

This was an informative podcast as it did a nice job of explaining the differences between game based learning and gamification. I also liked the way one of the hosts expounded on that difference when he shared a simple example of gamifying an everyday event, like having a guest speaker come to class. The host explained how he told his class they can pick a prize from a mystery bag for every question they asked the lecturer. A simple way to introduce the concept.

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Level Up: Gamification and Game Based Learning in Higher Ed

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This song speaks to the gaming world through the perspective of a video game talking to a player. The game seems to be taunting the player telling them they've spent all their change and now their "turn is done".

I picked this song because the aforementioned verse is actually the opposite of the attributes of gamification which is its ability to create an environment where it's safe to fail. This ability to fail in a safe space can encourage learner experimentation, lead to more creative thinking and other positive outcomes. So, a gamified learner's turn is never really done and that's what so great about gamification.

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Game On - Waka Flocka Flame (From Pixels) Lyrics

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Nick Pelling, coined term "Gamificaiton" in 2002

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This article discusses the history and future of gamification, including mentioning the originator of the term "gamification". It also gives the history of the early predecessors of gamification including how companies in the late 1800's used reward stamps (a form of positive behavior reinforcement) that could be redeemed for free merchandise to encourage customers to buy more goods. Also mentioned were how the Boy Scouts, through use of the badge system were encouraging kids to achieve their goals through use tangible rewards and visual management.

I picked this article as a good jumping off point to begin to learn more about the origins of gamification and it's future use. I wanted to understand when and where it began to get a better feel for what technology existed at the time , what were some of the initial limitations and to see how it has evolved over time.