Gamification in eLearning

What is a good resource to start learning about game based learning or gamification…what special skills, resources or tools are needed from a typical elearning content vs gamified content? thanks in advance, cheers

Excellent infographic put together by Knewton, on gamified learning:

The gamification 1-O-1 article on elearning industry is an interesting read and a good start for someone trying to play with it :smile:

There’s a lot of good resources. I can recommend you for e.g.: - everything about eLearning - here you can find interesting articles concerning eLearning written by various specialists - really good eLearning and LMS oriented blog with decent articles
Hope I helped you :slight_smile:

Gamification in eLearning helps create an effective learning system that enables learners to rehearse real-life scenarios and challenges in a safe environment. For more learning resources on Gamification in elearning you can check out-

I strongly suggest to follow the eLearning Company blog, lots to learn there about gamification, elearning development and distance education. Custom eLearning Solutions blog


What is Gamification?
Gamification means applying the game design techniques and game mechanics to engage and motivate learners to help them achieve their goals.
Salient Features:
In gamification, the learning process as a whole is turned into a game.
Game mechanics and elements are applied to existing content to engage and motivate the learners.
Might include a collection of tasks with some form of rewards (without necessarily any defined learning objective).
Points, levels, rewards, leaderboard, achievement badges, feedback loops, conditions are some of the key principals used in gamification.
It is usually easier and cheaper to introduce gamification in learning.
Benefits of Gamification:
It encourages collaboration, fun, focus, retention, productivity, creativity, and meaningful choices.
It is a great way to change behaviors or encourage specific behaviors, provide immediate feedback and gratification, and track progress.
When to Use Gamification?
Following are some of the situations when the use of gamification makes perfect sense:
When you want to encourage the learners to take specific actions.
When you want to motivate the learners and influence their behaviors.
When you want to drive innovation and help the learners in building specific skills.
When you wish to engage the learners while promoting the spirit of competitiveness.
When you wish to provide the learners ways to track their own progress.
Best Practices for Designing Gamification:
Keep the game mechanics and structure easy to understand and follow.
Carefully align gamification with the business needs and learning goals.
Make scoring and winning easy and transparent – keep simple rules and keep the leaderboards easy to understand.
Gamification Examples:
Wall Street Survivors.
Bunchball, in partnership with Wall Street Survivor, launched an online education platform which uses gamification to teach investment strategies to Millennials. Through a series of engaging and rewarding missions, users are taught a variety of stock market concepts.
Enterprises use Keas, an employee wellness platform, to maintain the overall health of the organization, lower group health insurance costs, and reduce unnecessary sick days. The gamification in Keas provides the individuals with a personalized dashboard which shows the stats, allows them to earn awards for achievements on task completion, and also support the co-workers to help them achieve their goals.

Goto the following link to know more about Gamification in eLearning


Please go through the below link you will get the detail idea

Just to add value to the discussion, here are some gamification in elearning examples

Gamification in e learning is nothing but the application of game play elements, like competiton, rules of play, scoring points and rewards, etc, to those activities which are fundamentally non-game in nature.
Gamified e-learning is especially useful for making difficult or complex concepts easier to understand by adding an element of fun to the concept and breaking it down in such a way that not only will it be easier for the learner to grasp, but will at the same time be comprehensive and informative enough to be practically applied.
Gamification is one of the biggest growing trends in the elearning industry in recent times. More and more organizations are opting to incorporate e-learning gamification to provide a more engaging and fun learning environment for its users.

A Case Study on How Gamification Can Supercharge Your Online Training

We recently worked with a major financial services company to create online compliance training for its sales division. The training was aimed to build a risk-aware culture and educate financial advisers on the key compliance requirements. Client was specific about the training effectiveness because the surveys from earlier trainings revealed learner disengagement. Considering the dry subject matter and importance of business requirements, we proposed gamification as part of our instructional design strategy to maximise the learner engagement.

What We Did…

Read more at:

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How Gamification In eLearning Enhances Learning

What is Gamification?
According to Wikipedia, “Gamification techniques strive to leverage people’s natural desires for socializing, learning, mastery, competition, achievement, status, self-expression, altruism, or closure.”

Gamification is about more than just playing games (in fact, sometimes it does not involve playing games at all). It can be defined as the concept of applying game-design thinking to non-game applications.

In the context of Gamification for serious learning, a game based concept is applied to content to meet the specific learning outcomes.

Does Gamification in eLearning truly help learners learn?
Several organizations do not consider Gamification in eLearning as a viable approach on account of higher cost, longer turn-around time to develop, and so on. Many shy away from using it in their formal eLearning programs, believing that while it is fun for the learners, it does not necessarily lead to a learning outcome.

However, there are some interesting statistics that clearly establish it cannot be ignored:

“By 21 years of age, many males will have spent over 10,000 hours immersed in online gaming.”
Source: McGonigal, Reality is Broken

Gartner’s research estimated that more than 70% of Global 2000 companies would offer at least one gamified application by the end of 2014, although not all effectively.

Source: Gartner, 2011 industry research

How does Gamification enhance learning?
Successful learning is a combination of three elements:

  1. 70% from real-life and on-the-job experiences, tasks, and problem
  2. 20% from feedback and from observing and working with peers and role models
  3. 10% from formal training

As we note from this, gamification can provide an effective approach to enhancing learning. This is on account of these inherent features:

  1. It evokes friendly competition.
  2. It provides the learners with a sense of achievement.
  3. It provides an engaging learner experience leading to anticipated behavior change.
  4. It encourages learners to progress through the content, motivate action, and eventually influence behavior.

6 Benefits of Gamification in eLearning

Better learning experience.
The learner can experience “fun” during the game and still learn if the level of engagement is high. A good gamification strategy with high levels of engagement will lead to an increase in recall and retention.
Better learning environment.
Gamification in eLearning provides an effective, informal learning environment, and helps learners practice real-life situations and challenges in a safe environment. This leads to a more engaged learning experience that facilitates better knowledge retention.
Instant feedback.
It provides instant feedback so that learners know what they know or what they should know. This too facilitates better learner engagement and thereby better recall and retention.
Prompting behavioral change.
Points, badges, and leaderboards would surely make training awesome. However, gamification is about a lot more than just those surface level benefits. Gamification can drive strong behavioral change especially when combined with the scientific principles of repeated retrieval and spaced repetition.
Can be applied for most learning needs.
Gamification can be used to fulfill most learning needs including induction and onboarding, product sales, customer support, soft skills, awareness creation, and compliance.
Impact on bottom-line.
On account of all these aspects that touch and impact learners (better learning experience, higher recall and retention, catalyzing behavioral change, and so on), it can create a significant performance gain for the organization.

Success factors

While Gamification in eLearning provides several benefits, as outlined here, much depends on the concept that is used to drive the learning. The mantra to succeed in using gamification in eLearning is to create a concept that:

  1. Captures (and retains) learners’ attention
  2. Challenges them
  3. Engages and entertains them, and
  4. Teaches them


Informative, thanks.