e-Learning Gamification
Is it appropriate for Adult Learners?
Aren't gamers just 12 year-olds?
- In the United States alone there are 183 million active gamers
- Active computer or video gamers play 13 hours a week on average.
- Collectively, the planet is now spending more than 3 billion hours a week gaming.
- 69% of all heads of household play computer and video games.
- 97% of youth play computer and video games.
- 40% of all gamers are women.
- 1 out of 4 gamers is over the age of 50.
- The average game player is 35 years old and has been playing for 12 years.
- Most gamers expect to continue playing games for the rest of their lives.
- On average, gamers fail 80% of the time and yet they still find the gaming experience enjoyable.
- Nick Yee, a leading researcher of MMORPGs (Massively Multiplayer Online Role -playing Game) is the first person to receive a PhD for studying the game of World of Warcraft.
- 61% OF SURVEYED CEOS, CFOS AND OTHER SENIOR EXECUTIVES SAY THEY TAKE DAILY GAME BREAS AT WORK.
- More than half of these gamingl executives say they play during work in order “to feel more productive.”
http://www.yourtrainingedge.com/developing-skills-through-gamification/
Engagement gap:
A target audience of (18-35 years) represents a demographic already strongly engaged with gaming and social media.
Choices:
Allowing players to make autonomous choices within the game-like environment could mirror and introduce the audience to different choices. Players end up exploring more information while exploring more of the game, and in doing so, discover for themselves.
Progression:
A game-like environment could tap into the human psychological desire for progression by including a progression mechanism driven in part by demonstration of knowledge, deepening the player’s investment in the topic.
Do we really learn ANYTHING while playing a game?
Learners recall just 10% of what they read and 20% of what they hear. If there are visuals accompanying an oral presentation, the number rises to 30%, and if they observe someone carrying out an action while explaining it, 50%. But learners remember 90% “if they do the job themselves, even if only as a simulation.
- Almost 80% of the learners say that they would be more productive if their university/institution or work was more game-like.
http://www.evolllution.com/opinions/ways-improve-online-courses-adult-students/
Tips for Gamification of e-Learning:
- A great game typically has a compelling storyline with a plot where the player becomes the main protagonist and hero on a journey through a number of challenges.
- Gamification in learning works best when you make the learner think and you let them experience the consequences of their choices.
- Increased user retention is key to any effective application of Gamification. When users remember the learning material, apply it to their real lives, and come back to learn more, you know your project has been successful.
- As they completed the tasks, they are given immediate feedback, which encourages them to continue to their quest.
- When instructional designers create games, they should try to extract the motivational techniques from these games and use them for life-applicable learning.
- Gamification works much better than traditional training methods because people typically enjoy actively engaging and competing with others.
- Games provide safe environments for practice, while teaching essential knowledge and skills.
http://elearningindustry.com/11-tips-engage-inspire-adult-learners