Let’s see together two examples of Gamification applied to the e-learning world. The first one refers to the application of gamification in a work learning context, a theme that we will elaborate on in the next blog articles. The second one instead, presents a gamified app for handling behaviour in the classroom.
1. E-Learning Gamification for business training: “Gulf Agency Company (GAC)” case
Gulf Agency Company (GAC), based in Dubai, present in other 40 countries, and with more than 10,000 employees, has modified its e-learning course “Introduction to GAC World” in 2015, by Moodle LMS, from a typical structure to a gamified format.
The company has structured the program inserting, challenges, levels and other mechanics of Gamification, instead of the classic activities.
Each new week of the course (5 weeks in total), a new level was presented that included two challenges: study materials with embedded questions, or material followed by a quiz. The access to the new content has been limited based on the level completion.
When the students passed a new level, they gained a progressive importance badge.
To see the effectiveness of the new format, the GAC training unit performed both the typical and gamified versions of the course at the same time, submitting them to the same number of attenders. In the end, feedback from the members of both groups was collected.
The gamified course, compared to the standard one, presented the following results:
– 15% more positive feedback;
– 25% more people who claimed that the course had even exceeded their expectations.
Thanks to Gamification, the Gulf Agency Company was able to increase the participation in its training course, having also a higher percentage of satisfaction of its employees.
2. E-Learning Gamification for school education: “ClassDojo” case
ClassDojo is a class management tool launched in August 2008, which exploiting the logic of Gamification: it connects teachers, parents and students, facilitating the communication between these subjects, and also making it more fun and stimulating student learning.
ClassDojo uses a series of gaming techniques to help to improve specific behaviours and keep high the level of engagement.
At the beginning each student selects his own avatar, to which he will remain associated in time and which will be displayed in the system.
The teacher identifies the behaviours he wants to encourage or discourage, by attributing points (or removing them) in real time. This, generates a sort of classification, constantly updated, which the students and their parents can view at any time.
It is also possible to introduce individual or collective prizes that can further reinforce the intrinsic individual motivation and the cooperation between peers, in achieving a common goal.
– Actively used in 90% of primary schools in the United States and in over 180 countries;
– Translated and used in more than 35 languages;
– Teachers who have used it, consider ClassDojo an excellent tool to improve the climate within the classroom and motivate students to study, active participation and collaboration.
Do you want to discover more about Gamification for e-learning?