Pulse Learning has put together this excellent infographic which speaks to the ways that gamification is improving engagement in eLearning and corporate training. Gamification will be a focus of our blog this week, and this is an excellent introduction to understanding how widespread it has become, its potential benefits to development programmes, and how your organisation can implement elements of gamification into Learning and Development offerings without necessarily requiring expensive and time consuming games manufacture.
With ever shortening attention spans and the constant demands on learners, it can be difficult to reach your audience. The principles of Gamification create an environment where learners want to interact, and where they can practice ways of improving daily tasks in a safe and simulated environment, increasing their ability to retain and utilise new skills and information. Gamification has the added benefit of being enjoyable, recharging batteries and energising participants; three key ingredients to making a happier, more engaged learner!
Have you implemented Gamification into your L&D? What was the result?
Social Learning and Millennials seem to go hand in hand. The focus on social media, communication and gamification tick all the generational stereotypes when L&D professionals try to appeal to the increasing numbers of Millennials and Post-Millennials joining the workforce. The key to success with Social Learning is to ensure that it is created on a level playing field where everyone’s expertise and ideas are valued; the tech-savvy youth of today know when they are being talked down to and when appeals for their participation lack authenticity. Remember, Millennials may have been raised in a technology obsessed world, but they are not a uniform group, no generation is, meaning that those entering the workforce in need of development need to be treated as individuals with individual development requirements and unique skill gaps. Social Learning is a highly beneficial way to identify those needs, and create a community around bridging the gaps.
For more information on Social Learning and how to get started, you can read my previous blog post here.
Gamification is definitely a subject I am interested in doing more with professionally. There is a reason why so many people (77% listed in the below infographic) choose to spend their time gaming. The personal rewards and enjoyment that come from ‘levelling up’, discovering new capabilities and progressing in the game due to increased skill all sound like music to a trainer (and training designer)’s ears!
Clearly industry leaders are pursuing gamification as a means of developing their staff, the infographic lists Deloitte, IBM and Xerox as pioneers in this field, and I look forward to seeing what comes from development and research into this area over in the near future.