In recent years, gamification has become a strong training trend. And, if it is so popular, it is because it meets a primary need for the trainer: to strengthen the commitment of its learners.
The use of the springs of the game as a means of learning can be powerful, provided that it is properly integrated into the educational process. So what is its scope? And what are the main levers with which you will be able to play?
Before starting, what is gamification?
The official definition
As such, the gamification is "the use of aestheticism and the spirit of play in a context other than play to build buy-in, motivate action, promote learning and solve problems." "
In other words, we get the game codes and apply them to another domain.
We thus distinguish 3 types of gamification according to use:
- the "marketing" gamification whose objective is to attract and retain customers
- the "video game" gamification where we reward actions and retain players
- the "educational" gamification which aims to develop skills and increase the effect of training actions.
The training area therefore has its own audience and very specific objectives.
The challenges of educational gamification
In the collective imagination, it may seem incongruous toassimilate the game - by definition one enjoyable and fun activity - the scope of training which requires concentration and discipline.
Yet the game is a strong motivation and attention lever Training.
“The games allow students to develop the skills of 14 %, their knowledge of 11 % and their retention capacity of 9 %. - Brenda Enders
It allows in particular to:
- gain buy-in, the learner wants to follow the training.
- maintain attention, he is attentive and interested.
- motivate action, he becomes an actor in training.
- solve problems, it puts into practice and retains better.
The latest trends
When we talk about gamification, we think quite easily about Serious game. However, this is only part of the iceberg.
In France, gamification has quite easily found its place in learning and working situations.
Two other trends have grown in recent years:
- use via web platforms : it is now common to see the e-learning platforms integrate gamification functionalities, whatever the sector.
- the use of mobile : the mobile-learning format promises an even more personalized and engaging experience.
Concretely, what are the levers to activate?
Now, if you want to “gamify” your training, that's it different levers that you can activate according to its components.
Storytelling
The storytelling consists of create a universe and tell a story around your training. The main lever then rests on the setting up of a scenario or a narrative frame.
The objective is toimmerse learners and push them to want go to the end of the course to know the end of the story.
This gamification technique is often considered (wrongly) as optional but it allows to bring a real wealth in training experience.
The variety of activities
Challenges, challenges or missions should pace your journey and are great ways to test the skills you've learned.
They can take diverse and varied forms : quiz, drag and drop, multiple choice questions…
The choice of format and the difficulty of each must adapt to your learners. Too difficult activities can be discouraging and frustrating, while too much ease quickly becomes boring. It's up to you to measure, even readjust according to the first levels crossed.
Cooperation and / or competition
In case your training is done in a group, do not hesitate to play on the social dimension.
You can decide to get your learners to cooperate or vice versa put them in competition to stimulate them throughout the game / training.
The cooperation materializes through the exchange of ideas, tips and feedback. There are many possible channels, from internal social network at chat / forum going through the establishment of survey or simply by making the file / photo sharing on a defined platform.
The competition can take the form of a challenge or from challenges to relieve. Learners can compare their results, see their position in the ranking and train each other to go further.
Progress and reward
One of the risks when the learner embarks on training is let it stop along the way or that he has the feeling of do not move.
This is why highlight the skill progression is important.
This can go through the establishment of a scoring system aiming to motivate and engage him until the end of the course. These points can take the form of credits, of virtual currencies, of gauges, etc.
“89% of learners would be more committed to an e-learning application with a points system. "
Others motivation levers are available, namely:
- the personal meeting : in the case of training content provided, it is possible to stimulate motivation by offering virtual meetings to the learner to pursue an unfinished module. Reminders can be set up and a reward can be awarded if finalized.
- the bonus content : the learner can access content additional by performing certain actions.
- the levels : each level represents a learning stage and is created according to the educational objectives. Access to a higher level can take place according to the time spent or according to the number of points earned for example.
- the awards (badges, certificates, etc.): these are won at the end of a module or challenge and, although fictitious, they make it possible to add an additional challenge.
- the ranking : consultable throughout the course or at the end of the session, it creates positive competition within a group.
Feedback
Obtain custom returns on the actions performed promotes the feeling of interaction with the training content.
Learners feel guided and really feel to have an impact on the rest of the route.
At the end of the training, it is also interesting to collect their feedbacks via notice or one survey in order to know their feeling about the training set up.
It's your turn !
You now have all the elements in hand ...
Please note, this does not necessarily mean “gamifying” your training path at 100%.
Keep in mind that gamification is used to engage and motivate learners in order to facilitate the achievement of educational goals.
It is therefore advisable at first to set objectives correctly and ask the right questions: what is the content to gamify ? The educational goals are they clearly explained? What mechanisms are the most likely to make your learners react?
From these responses will result the choice of the most suitable levers of action!