Demystifying 11 Gamification In eLearning Myths

Gamification In eLearning Myths  

Gamification In eLearning Myths – Gamification in eLearning means adding game-like features and mechanics to learning activities.

This means that we can use ideas from games, like points, badges, challenges, and rewards, in places other than games.

For example, we can use them in online learning to make it more interesting and motivating.

The aim is to make learning fun and interesting, so that learners can get involved and move forward in their learning.

By incorporating aspects of games, gamification highlights the natural desires for success and competition that people have.

For instance, imagine a digital course that teaches people how to sell. Instead of using old-fashioned training modules and multiple choice questions (MCQs), we can use fun quizzes and challenges based on real-life situations to train sales professionals.

They can be asked to create a compelling argument for a particular customer or deal with a difficult disagreement.

You can earn points or rewards for making good choices, and you will get immediate feedback to help you make the best decisions.

These fun quizzes can check how prepared sales reps are, help them use what they know in real-life situations, and encourage them to keep learning throughout the course.

Read: Learning With Gamification: The Top Ways To Relive it

Demystifying 11 Gamification In eLearning Myths

Now that you understand the basics of gamification, let’s continue by debunking some misconceptions about using this method in online learning.

We will talk about false beliefs about gamification in eLearning and explain the real facts about each one.

1. It’s Suitability for All Contents

One common misconception about gamification is that it works well for any type of content.

Yes, using game elements can make things more interesting and help people learn better in many situations. But it is important to understand that gamification may not be the most effective method for improving all kinds of content.

Using games to help people learn can be helpful, but sometimes the things they need to learn are very technical or need to be taught in a different way.

For instance, quantum physics may not get as much help from using games as learning languages or developing skills.

In simple terms, gamification works best when it matches the goals of what you are trying to learn and the type of information you are learning.

Companies should analyze their employee requirements and training objectives prior to introducing gamification in their corporate training programs.

2. It is Expensive

Another misunderstanding about gamification is that it can be expensive to implement. But that is not correct. Gamification doesn’t always need fancy and costly development to get important outcomes.

Basic game-like features such as quizzes, progress bars, or competing against peers can be included in eLearning courses without spending much money.

Whether incorporating game elements into eLearning platforms is cost-effective or not depends on how complex your project is and the tools you decide to use.

They can use free or easily accessible gaming tools and models to save money while providing interesting learning experiences. They can work with a trusted company that creates eLearning content to make learning more fun and save money.

3. Game-based Learning and Gamification are Made from the Same Concept

Gamification and game-based learning are two different things, even though they are sometimes used to mean the same thing.

Gamification means making non-game activities more fun by adding game-like elements, like points, badges, and leaderboards.

On the other hand, game-based learning means using real games to help you learn. Some examples of games are “Wheel of Fortune,” “Who Wants to Be a Millionaire,” “Jeopardy,” and others.

Creating content with game-like elements may not necessarily involve actual games.

For example, an app for learning languages that has quizzes with leaderboards is gamified. Another example is “Hangman” which is a game made for learning languages.

4. It’s Solely Game Centred

Many people make a mistake by thinking that gamification is only about making games. In simple words, it means adding game-like features and rules into situations that are not actual games.

Gamification helps businesses use competition, rewards, and challenges to make learning fun and interesting for all types of learners.

For instance, a money management class can use a scoreboard to keep track of and reward students based on their progress. This makes learning more interesting without relying on educational games.

5. It Can Replace Traditional Education

Using games should not be considered as a substitute for regular ways of teaching and learning.

It can be really important in adding to traditional methods of learning, making it more interactive and successful.

 6. Guarantees Instant Rewards

Using game-like elements can increase interest and help people remember information better. However, it cannot learn a subject instantly.

Learning requires a lot of time, and how well gamification works in online learning depends on how good the content is and how well the game-like features are designed.

Getting a high score in a game-like quiz doesn’t always mean that the person truly understood the information they were supposed to learn.

The learner might still need more time to understand and use new information or abilities in a real-life situation.

7. Solely For Gamers

A common misconception about gamification in eLearning is that it only benefits people who love playing games or are part of the millennial generation.

The true story is that gamification in eLearning is meant to interest and encourage different types of learners, regardless of whether they have played games before or not.

When used well to match the goals of learning, gamification can be interesting for both people who enjoy playing games and those who do not – young adults, middle-aged adults, or older adults.

For example, a fun marketing training program can grab the attention and teach marketing professionals who may not be gamers.

8. It’s A Trend

Gamification is more than just a temporary fad. It will be around for a long time and have a big impact on how we work and learn in the future.

Many companies are using gamification in online learning and employee training programs to make their learning more fun and effective.

An example that many people like is Duolingo, an app that helps people learn languages. It has included fun game elements in its platform, which has made it successful.

This method has been effective in making many people use the company’s services and keeping them as customers for a long time.

9. It’s not Best Suited For Learning and Development

Many people think that gamification cannot be used in corporate training programs, but that’s not true. Or that it is only helpful for children.

Using games and game-like elements can be very helpful in teaching and growing in a business setting. This can encourage workers to finish training activities, keep track of their progress, and compete for accomplishments, which helps them remember and use what they’ve learned.

10. It Guarantees Success in Learning

Using games in education can make learning more interesting and enjoyable. However, it doesn’t guarantee that students will be successful in their learning.

Practical Instructional Design means creating clear and easy-to-follow learning materials.

Effective gamification strategy involves using fun games to help people learn. And relevant content means using information that is useful and important for learning. All of these things are important if we want to reach our learning goals.

Just putting game elements in without thinking about these things might not keep people interested and they may not really learn anything important.

Author

  • Godwin Ekpo is an experienced Educationist and Learning Experience Designer with a proven track record of developing and implementing effective learning solutions for all kinds of organizations.

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