Whether it’s getting people to exercise more, eat healthier, or simply stay focused on a task, gamification is a very powerful tool.
The gamification industry is year-on-year in Europe. One of its main applications is within the education and learning industry.
Yet many companies who try to gamify their user experience are missing the mark. Let’s have a look at how to introduce effectively game dynamics into digital products.
Gamification is the use of game-based mechanics, aesthetics, and game thinking to engage users in non-game contexts. In other words, it’s using game-like elements in non-game situations to encourage certain behaviours.
One of the most common applications of gamification is in education and learning. When used correctly, it can help students learn faster and retain information more effectively. But how does it work? Let’s take a look.
The role of challenges
As human beings, we’re naturally attracted to challenges. Be it a mental or physical challenge, we’re often more engaged when we’re working towards something.
When applied to gamification a challenge can be something as simple as trying to get a high score in a game or completing a level. But it can also be more complex, such as solving a dilemma. Challenges often act as trigger to motivate us to engage.
In real life, when people play a game, they receive immediate feedback on their performance. This helps them understand what they’re doing right and what they’re doing wrong so that they can adjust their behaviour accordingly. The same is true for gamification in education and learning; students need frequent feedback in order to improve their performance.
Another way that gamification can help support education and learning is by increasing motivation. When students are playing a game, they’re usually motivated by the desire to win or achieve a high score. The same principle can be applied to learning; if students are motivated to do well, they’re more likely to succeed.
Decreasing the Effort Required to Learn Something New
Finally, gamification can also decrease the effort required to learn something new. When students are playing a game, they’re usually so focused on winning that they don’t even realize how much they’re learning. The same is true for gamification in education and learning; if students are engaged and having fun, they’ll be more likely to absorb new information without even realizing it.