Blending Game-Based Learning With Traditional Classroom Setting Improves Business Growth

Blending Game-Based Learning With Traditional Classroom Setting Improves Business Growth
wavebreakmedia/Shutterstock.com
Summary: Gamification within a classroom environment evokes the feeling of encouragement, goal achievement, and competitiveness among learners. The prime purpose of shifting towards a game-centric learning approach is to seek maximum employee attention to retain new concepts to real-world situations.

Blend Game-Based Learning With Traditional Classroom Setting And Watch Your Business Grow

Due to lack of learner participation and collaboration, organizations are incorporating a gamified learning approach into an instructor-led classroom setting. Incentivizing learning is one of the most common challenges that organizations face today, and the gamification of the workplace training program proves to be a viable solution.

Most modern learners find the traditional classroom approach quite boring because of the lengthy training sessions. Although classrooms provide a plethora of opportunities for collaboration, engagement, and exchange of new ideas, employees often do not feel encouraged to attend them. So, the fun element is introduced by incorporating games in classroom training. Different kinds of gaming elements embedded with classroom-based training strategy are outlined as follows:

  • A primary objective is set for learners to reach the next level. This helps to develop a feeling of competition among different teams with an aim to win the game. As a result, games encourage the workforce to access more training courses and boost their knowledge retention and workplace competency.
  • The two views – one for the instructor and other for the learner – are set to replace the manual processes to automatically control the learning process. A team leaderboard, a progress bar, and a specific challenge boost the overall collaboration between the instructor and the learners.
  • Static and random themes are used to boost an individual’s capability to win the game. This helps to monitor the group of participants who reach the milestone first, earn badges or scores, and reach to the next level.
  • The UI of the game is designed in a way that helps the learners view their individual team scores. If they are low on scores, they can boost the confidence of each other and improve their learning efficiency to ensure a better workplace performance.

Sometimes, players may feel demotivated for giving wrong answers or scoring less on the leaderboard. So, to boost their morale, bonus questions can also be added to improve engagement and the overall learning uptake. A few factors that determine the effectiveness of a gamified learning program include:

  • Scores
    When players give the correct answer, they are immediately rewarded with scores to showcase their achievement and motivate them to play and learn more.
  • Mini Games And Extra Questions
    During the game, buzzer rounds (league matches), extra multiple-choice or scenario-based questions are also asked by the facilitator as an opportunity for other players to earn bonus points and be in the game again.
  • Reports
    Different reports are extracted to analyze a different kind of data. For instance, the performance of an individual from one group is easier to track based on the responses of players from other groups.

Overall, the blended approach of gamification and classroom-based training delivers an experience which is personalized in its own way through:

  • Achievement
    Through gamified induction programs at the workplace, new hires can work on certain objectives with an aim to achieve something.
  • Recognition
    On achieving one level, players can gain recognition by earning points and badges reflected on the leaderboards.
  • Competition
    The aim to complete every level and earn points can raise the feeling of competition among the employees to win the game.

The aim of gamified learning within a classroom is to shift the way individuals seek knowledge. The fact that technology can recreate a classroom anywhere and for any learner is the beginning to cater to the pertinent learning needs. This is why the integration of different training courses with game mechanics is becoming popular. With an introduction to gamification within the classroom, employees actively participate with an aim to win the game, learn something new, collaborate with others, track their learning growth and performance. With increased knowledge, employees can perform better at the workplace, resulting in improved business growth.

eBook Release: Tenneo (Formerly G-Cube LMS)
Tenneo (Formerly G-Cube LMS)
Tenneo LMS is a robust learning platform, equipped with 100+ pre-packaged connectors to ensure seamless integration with your existing tech stack. Depending on learning needs, it offers 4 variants – Learn,Learn +,Grow & Act. It assures 8 week Go-Live