Gamification in elearning challenges learners to keep them engaged and motivated. Here are seven of our favorite gamified elearning examples.
Duolingo is a language learning platform used by more than 70 million people worldwide. Gamification has been built into every lesson to make learning another language fun and addictive.
- Currency (lingot) that can be earned through a variety of activities.
- Point systems and leaderboards.
- A trumpet fanfare marks the end of each successfully-completed round, providing a sense of accomplishment.
- Each stage becomes live when you complete the previous level.
- Invite friends through Facebook to collaborate with and/or compete against.
- Voting: Users can vote on the best translations submitted by other users.
City & Guilds Kineo and McDonald’s have joined forced to create a till (cash register) training game that is addictive, purposeful, and fun. The game uses a simulation of the new till system to test learners on how they deliver the customer experience.
- Very realistic simulation of the new till system presented in a gaming-style environment.
- Built-in systems for scoring, leveling up, bonuses, lifelines, and challenges.
- Sound effects and customer voices.
- Dynamic feedback – the choices the learner makes are evaluated in real time. Learners know every decision is important.
LIFESAVER is a simulator that uses interactivity and live-action film to teach cardiopulmonary resuscitation (CPR). It’s free and available on your computer, tablet, or smartphone.
- Game-based and experiential design.
- Timed decision-making activities.
- Strong storyboarding and scripting.
- Real time game-style progress stats and points.
- Formative feedback at each decision level.
Medieval Swansea is an interactive historical game that enables learners to take on the role of detective to solve a mystery.
- Scenario driven by interactive challenges and quests.
- Story-based. Narrative stages and character witnesses.
- Progression – a dynamic map shows player-learners what stage they are at and what’s left to do.
- Dynamic polling. Vote on solving the mystery and see how other players are voting.
- Opportunities to gather points and bonuses, unlocking the next stage.
The Virtual Reality House allows trainees, such as plumbers, to practice their skills in a fully immersive virtual reality simulation. This provides a safe environment to learn and build confidence before entering the profession in the real world.
- Full simulation virtual reality environment.
- Scenario-based approach makes the training very realistic.
- Learn by “doing”. Step-by-step training process – planning, costing, and installation.
- Gaming style hand-held console/nunchuck is available that works wirelessly with the online system to improve the virtual experience.
Not satisfied with gamified elearning alone, Heineken has created a real physical board game to go with its blended solution from Brightwave.
- Progression – A tube-type map keeps play-learners abreast of their progress and shows them where they are headed.
- A dynamic leaderboard shows how you and others are doing. Compete with others and show off your success.
- Learners answer questions in challenges to earn points
- Earn points as you progress through the learning to climb the leaderboard. Top scoring learners or teams earn prizes.
- The system provides feedback for challenges taken and gives an overall ranking in terms of real competencies.
Nobel Media uses gamification to apply a consequence-style feedback approach to The Blood Typing Game. For example, if you get the blood transfusion wrong, your patient will react badly! This consequence-style approach is a fun and effective way to learn.
- Plenty of interactions – drag and drop with the mouse, click to test, etc.
- User-driven – you can select routes through the tasks, retake tasks and pause to go to the tutorials to swot up before continuing.
- Good use of sound effects, which add to the experience rather than being a distraction.
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