Gamification of the educational process. A growing trend supported by Apple and Google, among others. It has the main goal – to solve a problem, motivate, and stimulate learning through gaming thinking and techniques. Sooner or later, influenced by the market and the EdTech community – all departments associated with employee training in corporations will decide to implement gamification. The corporate environment continues to resist the adoption of such effective gaming techniques. What for? Why are we confident that training should be serious? In the context of a strict corporate culture, this reaction is natural. Research data shows that a large part of the population, including adults, buys games for money. Also, games help to memorize information.
The first thing that creators should think about is how the game works: its rules and process. An important lesson about the game approach is that the game’s structure and dynamics must match the content. For example, suppose the content describes the techniques of successful sales, in that case, the game approach, as well as the design of the course (module/lesson), should be relevant to sales: for example, bonuses, commissions, and other incentives. In the competition context, it may not be enough for some competitors to simply earn a prize. You need to give users the opportunity to brag their achievements – this increases their self-esteem. Usually, tournament tables (ratings, leaderboards) are used for this.
The second thing is the children learning. It is useless to fight against children and their passion for TV, so it is necessary to use this resource by investing in useful content. Thus, children who depend on TV began to learn social relationships through games and fairy tales. What neither parents nor teachers were able to communicate properly, it was possible to do at “Sesame Street”, putting screen time in the service of children.
The same thing is now happening to gadgets. It’s impossible to keep children away from them. It’s even stronger than the consoles. Since it is more accessible: a smartphone is in any family, games are cheap or free. Now it all depends on desire and imagination. In the gadget, you can invest something useful, with the solution of thematic projects, history teaching, research, art, programming.
No need to try to take learning control. Businesses should create an enabling learning environment for people to build skills effectively. Demographic research shows that playing is as much fun for adults as it is for children – it’s just that joy is expressed in a more complex way. When companies let go of their misconceptions about time management and cultural integrity, they can appreciate the learning gamification potential.