E-Learning Gamification

elearning gamification

November 19, 2015

Some of the lifelong lessons we learn in the earlier years stay with us as we learned them by “doing” it. As we grow up, we are introduced to a more formal education where we read, write and memorize. This information stays with us in varying degree. A popular study informs that we recall just 10% of what we read and 20% of what we hear, but this rises to 90% when we “do” or even “simulate” it ourselves.

But the challenge remains to “do” or “simulate” what all we want to learn, enter eLearning Gamification.

How does eLearning Gamification help?

E-Learning Gamification helps in the development of cognitive ability when learner keeps playing the same game repeatedly at various levels and increasing difficulty, he/she reinforces the idea underlying the game to an extent they are able to see issues and solutions when faced in real life. While games improve concentration, at a more physical level, games are known to improve hand-eye coordination.

eLearning Gamification actively engages the learner, offers “try, fail, learn” experiences, that are close to real-world experience and the “test-feedback” cycle is fast. Further, the pace of learning is set by the learner and not by the instructor, so it matches his temperament. At a corporate level, it offers a level playing field for all with no scope for subjectivity from the trainer/tester’s end. It is also, cost-effective when compared to instructor-led or workshop-type learning, and can be rolled out across geographies/time zones at incremental cost.

Driving or flight simulators have existed for some time now, what has been recent and that which has defined eLearning Gamification has been its usage in interpersonal skills, team management, resource management,  incident management, programming, business process management, stock market investment, leadership training, social marketing…

Here is what world’s leading Research Center, Pew’s had to write about Gamification “Technology consultancy Gartner has projected 50% of corporate innovation will be “gamified” by 2015. Another consulting firm, Deloitte, cited eLearning Gamification as one of its Top 10 Technology Trends for 2012, predicting: “Serious gaming simulations and game mechanics such as leaderboards, achievements, and skill-based learning are becoming embedded in day-to-day business processes, driving adoption, performance, and engagement.” Elements of Game mechanics are being employed nowadays in training, marketing, education, and wellness initiatives.”

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