Tag: Gamification

03 Mar 2021
gamification

How gamification is changing modern-day learning?

The world of elearning is changing very rapidly. Chatbots are going to be used immensely in the future in elearning. The chatbots can be used in business messaging. There can be apps in business messaging where chatbots can send messages about incomplete tasks and scheduled meetings. They can also be used to gather data and make sure new policies are introduced to employees who have installed the apps.

Use of gamification in the corporate world

Gamification can also be used in elearning. There can be 360-degree videos in elearning apps with virtual reality. Although it is costly to produce such videos, they can make sure that the learners learn the most. There can also be 3D effects introduced in such videos. For students, these videos are a necessity. It’s because with the use of advanced technological gadgets such as the HTC Vive, you can prepare 3D objects such as graphics and text at a screen resolution of 2880×1700 px. You can view such graphics through virtual reality headsets. This provides unique learning opportunities for students.

Vive Sync is a collaborative tool where you create 3D avatars to represent you. You just need to download this app on your phone and you can conduct meetings with upto 30 people at a time, showing them PDF’s and PowerPoint slides. The participants in this meeting need to wear Vive VR headsets to be able to view the meeting in 3D.

Gamification can also be used in the corporate world to boost learning and engagement. These apps can be created with the aid of app developers. Games can be used for purposes such as comprehending the purpose of a certain product by the sellers and the employees. The employees can also learn how to interact with prospective buyers through games.

 

Use of gamification in academics

Gamification can also be used in academics. The students can easily make sure that the students can grasp the basics of different subjects such as chemistry and physics. You can get successful in explaining boring concepts to students through gamification. Through gamification, it can be ensured that students don’t need to interact with teachers much to understand things. Using gamification in physics makes sure that the students can see some experiments. The students can’t always commute to the labs to view such experiments. Some experiments also can’t be conducted in classrooms due to a lack of infrastructure. For example, if you want to show the pressure of force, and throw a ball using a rocket force, you can’t do it in class, but it can be shown through games. Since games were developed to teach physics to students, a survey was conducted to know the participation of students. In 2013, Entertainment Software Association surveyed to find that 45% of users of such games were females and the common devices used were Smartphones(36%).

Students can also be tested through games. When students are taught games it’s also important to check whether they have learnt something. Therefore, students can be handed out tests to see what they have learnt. This implies that when they execute certain tasks correctly in a game, you can know what they have learnt. Moreover, students could be tested whether they have learnt the law of physics through games. Apps can be developed for this purpose.

So, this is how gamification is helping in modern-day learning.

 

23 Oct 2020

Importance of Gamification in Elearning

Gamification is one of the most important components of elearning. It’s important because it provides learners with a sense of accomplishment which retains their interest in the course.
There are two kinds of motivation due to which learners feel so excited when they play games in elearning.

  • Extrinsic motivation

This kind of motivation as the name indicates is in the form of points you get for completing a quiz. Most of the eLearning quizzes don’t allow the learners to move ahead until they have answered the questions correctly. And when they give the right answers they get points for doing that. So, that’s how, they are motivated to complete a quiz correctly
The quiz might also be attempted at the same time by their peers. Due to which it becomes important to check who gives the right answers first.

  • Intrinsic motivation

Employees also want to check how much they have learnt from an eLearning course. It’s important to develop a certain sense of confidence.
There are other benefits of gamifying an eLearning course

1.People spread a positive word about it: It is quite likely that people will tell others to browse through an eLearning course if it is gamified. A survey has indicated that 81% of users spread positive word-of-mouth publicity about a course if it’s gamified.

2.Gamification addresses employment issues: Gamification ensures that learners playing the games take the same decisions as they do in employment situations. Games teach about the most ideal decisions in tough and realistic situations. This way, they retain such knowledge and can handle job-based scenarios pretty well. Its because Elearning games are simulations of job-based environment and situations.

3.Gamification makes the eLearning courses fun: Games like Drag and Drop add an element of fun to the learning activity. Since the learner learns through their own response and outcomes in the game, they enjoy it. This is much more enjoyable than reading a book on management and learning the best possible responses in situations.

4.Gamification is crucial in microlearning: Each microlearning nugget takes about 3-5 minutes. When games are included in such nuggets, the learners feel motivated. Since these nuggets are short and are quite entertaining for the learner, games are included in them to enhance the fun. They don’t take much time of the learner. Learners become more productive after learning their goals through these nuggets.

5.Gamification informs employees about rules: The employees show an actual alteration in their behaviour. You might tell employees about a modification of rules, but they learn about them better through games. Since learners are punished negatively for showing wrong behaviour in a game, they are likely to persist with the right behaviour in real situations.

How are games designed in elearning?

  • Avatar

Through the use of an avatar in an eLearning game, employees can see themselves better in a job-based situation. When someone needs to get some training an avatar if of a lot of help. Videos about recruiting new employees also use avatars to enhance an understanding of how many kinds of potential employees can come up at an interview.

  • Tasks in gaming

Tasks in games are important so that there is a practical approach. Through such tasks, learners can be taught how to do something. In such kinds of games, users are given something to complete. When they do it successfully hey proceed ahead otherwise they revert to the start of the game.

  • Games used as assessments

Companies also need to verify what the knowledge level of their employees is. So, MCQ’s are given to check the knowledge of their employees and help the managers design further training. Managers can also talk to the employees based on what they lack in their performance in the games.

In the future, there are likely to be more changes in the games included in eLearning. Virtual Reality which takes the user to a different environment will also become part of elearning. Hence the users can be deported mentally to challenging job-based scenarios and made to learn better. Since the users are taken only mentally, the organisations don’t have to bother about setting up job like settings to make employees learn better.

So, the eLearning programs have a return on investment. Its because they show a change in the behaviour of employees.

06 Nov 2018

2 Player Jeopardy Game in SL360 #209

Hello Everyone,

Created a Jeopardy game for this weeks eLearning heroes challenge #209.

Just like any normal game—this game also has 2 modes:

  1. Single Player Mode: that allows a single player to accumulate the maximum $ amount by answering random questions correctly.
  2. Multi Player Mode: that allows two players to compete with each other and the player with maximum $ amount wins.

Once the player selects the game mode, he will be asked to enter the player(s) name(s) and “Start the Game” button will appear (as shown above).

Based on the mode selection, clicking “Start the Game” button will take the player to the next slide that contains Jeopardy board(s) with various $ amounts.

On selecting any $ amount, a layer pops up with 6 categories, out of which only two (General Knowledge and Inventors and their Inventions) are functional in this sample game.

Both the above categories are linked to their own separate question banks. Each question bank contain 30 questions which are being fetched randomly. These questions are storyline’s default multiple choice graded questions.

In order to increase the difficulty level, added a 15 second timer to each question. The player has to answer within the stipulated time.

In case of multi player mode, the players get a chance to select the $ amount and answer the questions turn by turn.

If the player answers the question correctly, a thumbs up sign pops up and later a tick mark appears on top right of the selected $ amount else a thumbs down sign pops up and later a cross mark appears.

NOTE: Everything in this sample game is developed in storyline itself using Shapes, Variables and Triggers, except the first page, it contains 2 web objects:

  • Jeopardy – Title animation
  • Progress bar.

 

Before you give it a try, check out the below video demo:

Link to Mobile Compatible (Html5) Output: http://bit.ly/2J9Pbrx

19 Jun 2018

Latest e-Learning Trends

The eLearning industry is always changing with the emerging trends and technologies. One can easily notice the thriving change in the learning and it is of no surprise that an eLearning has shifted towards much better ways and is no longer needs to be done 100% in person. Now the question arises is that, what’s next that leads to the rapid transformation in the process of learning. Read out to find some of the latest trends in eLearning.

 

  1. Microlearning: It is learning in small steps. The micro learning is also called as bit-sized learning, which is generally 3 to 5 minutes in length. This can be developed as videos, quizzes or the interactive info-graphics. This type of learning helps to provide necessary information and delivers the specific goals of the learner. So, for distracted learners, the micro-learning is highly beneficial.
  2. Social learning: As the name suggests, this type of learning helps the learner to share the knowledge with others. Social learning happens via social media platforms or during conferences. In this, the learner continues to learn during the discussions. It works as a collaborative work rather than a competitive one.
  3. Personalized learning: In this type of learning, learners are given pre-test and based on its result, they are assigned specific modules, questions and study materials. Each learner gets a specific time and space to go-throw the study material.
  4. Mobile learning: It is also called m-learning. In this, the users learn through smartphones, tablets or the wireless gaming. The best part of mobile learning is that it can be done anytime and at any place.
  5. Gamification: Most of the people often confuse gamification with games. But in actuality, it is a concept of applying game theory and mechanics in the context. Gamification uses different elements such as principles, theories, characters and the player journey. The main goal is to keep the learner engaging solve the challenges.

These were some of the emerging and the latest trends in eLearning. Pick up your favourite enjoy the best way of learning.

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DSLR stands for Digital single-lens reflex camera. It has a digital imaging sensor. In this kind of camera, the captured image can be viewed in the viewfinder when the shutter button is pressed. Its shown through the main lens rather than through a secondary lens, so the user knows what has been captured. 

He was a German psychologist who is known for discovering the forgetting curve. According to this curve, the biggest decline in memory happens within 20 minutes, and then 1 hour.