Thursday’s Trending eLearning Topic: Gamification

Thursday's Trending eLearning Topic: Gamification

A few weeks ago, we had a fantastic webinar with Karl Kapp, Professor of Instructional Technology and author of the bestselling book The Gamification of Learning and Instruction. Called “How to Think Like a Game Designer: Pro Tips for eLearning,” the webinar showed attendees how a game designer would approach eLearning instruction—as opposed to an instructional designer.

The result was an interesting perspective on creating interactive and game-based learning. If you missed the webinar, I encourage you to check out the recording.

In the webinar, Karl shared the benefits of action and activity compared to instruction alone, along with how you can boost learner engagement and recall. Karl supported his points with research on how and why games are effective for learning. This session was full of fresh ideas and strategies for adding engaging games and game elements to your eLearning.

What else should you know about creating games and interactive scenarios? Lectora® Inspire 17 now has BranchTrack integration! This makes it easy to create scenario-based exercises and add them to Lectora courses. Find out more in the short video tutorial.

And since this is a Trending Topics post, check out these other articles and resources relating to gamification and interactive learning:

Have your own example of gamification? Share it in the Trivantis Community or submit a lightning talk, presentation, or hands-on workshop speaker proposal for the 2017 Lectora User Conference.

  • Gamification is soo cool. I’m looking forward to further publications by prof. Kapp, discovering new mechanisms that make games games – i.e. something all of us can spend pretty much half of our lives doing, and implementing them to learning. Hope 2017 will bring us some of them!

  • Hi,

    Well, I agree that gamification can be an excellent way to motivate the learners as it challenges them to achieve the learning objectives. It has been observed that gamification isn’t restricted by the physical rewards. In fact, it is capable of promoting a mindset of consistent achievement among the students which is integral to make it effective. Moreover, when the goals of the learners are defined and measured, it is likely that they will make necessary efforts to achieve them.

    Gamification in eLearning has proved its mettle as an effective technique to help learners and this is one of the reasons why it is accepted by serious learners and corporates as well.

    Since gamification is a trigger tool that can convert extrinsic motivation to intrinsic, this trend will stay and flourish further in 2017. I am hoping that more elearning platforms will use gamification to make learning more interesting and enticing for the students.