Gamification Examples

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3 Gamification Examples That Make Corporate eLearning Fun

3 Gamification Examples That Make Corporate eLearning Fun

In 2013, Gartner had predicted that by 2015 more than 50% of corporate processes would be gamified and that 40% of the 1000 biggest companies in the world would deploy gamification in the quest for business benefits. The evidence of our eyes would suggest that gamification hasn’t enveloped us quite that much yet, but it’s fair to say interest on the appropriate use of gamification in eLearning is higher than it has ever been. This article explores what gamification means in the corporate eLearning context, using 3 gamification examples.

Gamification For Serious Learning: 5 Facts That Will Impress Your Boss

Gamification For Serious Learning: 5 Facts That Will Impress Your Boss

Using gamification for serious learning is a hot topic right now. Organization heads and Learning and Development heads are keen to explore this and enrich their existing learning strategy. However, they have several questions that range from true benefits of gamification to ascertaining if it indeed improves the effectiveness of learning.

Can You Turn Learners Into Gamers? Here Are 3 Simple Ways To Gamify Your Digital Learning

3 Simple Ways To Gamify Your Digital Learning 

Are you a modern author looking for ways to use gamification to create engaging and more intriguing digital learning experiences? In this article I'll share some ideas to show you how you can gamify your digital learning and turn your learners into gamers.

6 Killer Examples Of Gamification In eLearning

6 Killer Examples Of Gamification In eLearning

Gamification in eLearning is fast emerging as an effective technique to engage learners. It has found its place under the sun for serious learning (that is, meeting specified learning outcomes). In this article, I will share 6 examples that outline how we have created immersive learning experiences using gamification for varied training needs like induction and onboarding, professional skills enhancement, compliance, soft skills enhancement, and behavioral change programs.

Gamification Of Learning Design: How To Use Learning Battle Cards?

Gamification Of Learning Design: How To Use Learning Battle Cards?

Since we published an article about Learning Battle Cards on eLearningIndustry.com we have been asked by several people how we are using this tool. As the main idea of Learning Battle Cards is to boost creativity in the Training and Development field I assume that all users will find their own ways of utilizing them. Here is a short story describing my experiences and ways of playing with the product.

Learnification Of Gaming

Learnification Of Gaming

Gamification of learning is a well known concept; we use artifacts known from games to motivate people to learn. In this article I would like to discuss a contradictory idea: Learnification of gaming. Thinking about it I am wondering how we can better use games for by-the-way learning.

2 Top Tips To Make Compliance Training Fun Through Gamification

2 Top Tips To Make Compliance Training Fun Through Gamification

Each year you can hear the cries of thousands of employees saying: “Oh, no, please tell me it isn’t time to do that boring compliance training again!” What’s an Instructional Designer to do when it comes to building more compliance training? We all know that no one likes to take it; but it has to be done. So how do we design compliance training that employees actually want to take? We think outside the box and gamify it.

Gamification – First Things First

Gamification – First Things First

Gamification has become one of the hot topics of recent years. Everybody talks about it. Every eLearning vendor claims that implements this idea in their solutions. It is hard, however, to find really successful cases of such implementations. No wonder why gamification as a concept is going down to the Trough of Disillusionment in the Gartner's Hype Cycle.

Gamification Does Not Equal Games, It Equals Engagement And Innovation

Gamification Does Not Equal Games, It Equals Engagement And Innovation

You have probably heard the definition:  Gamification is the concept of applying game mechanics and game design techniques to engage a target audience to change behavior, learn new skills or engage in innovation or problem solving skills. If an employee can learn new skills, be more engaged, and be innovative or increase problem-solving skills then why aren’t more companies embracing gamification?

I believe some companies feel that gamification equals “games”, and they feel they don’t have time for their employees to play games. In this article, I am going to give two great examples of how gamification can change different types of training material and have a positive result.