The pandemic has forced organizations to turn digital in their training implementations. This has opened up a plethora of options to create a good learning experience. Many are turning to virtual training in place of classroom training. However, many are taking this period as an opportunity to go completely digital and reduce dependence on trainers, at least for the ones who are at the first three levels of Bloom’s learning paradigm, namely, remembering (awareness), understanding, and applying concepts.
Gamification has already been entrenched as a viable form of the digital learning method and is now gaining a lot of traction. Organizations are willing to go the extra mile to make learning a memorable, fun, and engaging experience. The question is: When going for tailor-made or custom learning, why not go for something like gamification instead of standard eLearning? Gamification has only been used in the last decade to make learning a better experience. Now, the opportunity is to use it fully to take the learning experience to the next level. This can be done by using some interesting gamification strategies that can enhance the learner experience.
So, what are some of the advanced gamification strategies that L&D can look forward to in 2021?
Let’s look at them in detail.
1. Missions And Avatars
Using avatars is not new. Most gamification-based courses have avatars. I am suggesting using avatars within the context of the subject that is being taught along with a mission that will keep learners interested. For example, if it is a course on say finance, the mission could be to protect the organization from financial fraud and use an avatar, like a detective, that can identify potential risks in the organization. This kind of approach can also be used when teaching information security-type subjects. The avatar can get help from a guide who can be part of the course in the interface. This is one of several ideas that can be an advanced gamification strategy for 2021.
2. Storytelling—The Next Level
Real-world games have backstories and cut scenes that keep players engaged throughout the game. Whether it is bringing down a fort, a castle, or rescuing a princess, what keeps the players interested is the constant storytelling that keeps happening at regular intervals or levels. Storytelling adds to the intrigue of a game and fires the neurons and hormones in the brain of the player. While storytelling has been used in games, I am proposing using it throughout the game-based course.
Of course, this requires a different skill, namely an ability to write and stitch good stories. I have seen many courses that start with a mission or a backstory. However, as the actual course starts, the storytelling somehow tapers off. Storytelling can be used intelligently to keep the learners engaged throughout the course without a dip in their interest. Storytelling, in a nutshell, is a good way to enhance the gamification experience in a course.
3. Personalized Learning Experiences
Personalized learning simply means providing the learning content and activities based on the learner’s name, preferences, or choices that are made at the beginning of a course.
Personalized experiences can be created in a game-based course by using the name provided by the learner at the beginning of the course. When providing feedback or giving cues to perform activities, this name can be used to give a completely personalized experience. I believe this can be an important and interesting advanced gamification element that can be used in 2021.
To conclude, by using these advanced gamification strategies intelligently you can create better and engaging learning experiences in 2021.
At Tesseract Learning, our learning and visual architects are constantly innovating and reinventing their approaches to design, develop, and deliver better learning experiences.
I hope you found this article insightful and that it helps you in driving employee engagement and performance. If you have any questions, you can contact us or write to me directly at Suresh@tesseractlearning.com.