Games can increase customer loyalty, incentivize employees, and help achieve personal improvement. It’s been said that globally we spend 3 billion hours a week playing video games. For many it’s hard to imagine a world before video and digital games, especially now that smartphones have become so ubiquitous. The link between education and gaming is strengthening. Let’s move beyond the idea of bringing “fun” into the classroom; gaming can stimulate the brain’s reward system. So how can we harness the power of games to truly impact the way we learn?
Gamification is the integration of game mechanics in non-game contexts, such as employee training and development or standardized test preparation. The concept is gaining traction as an innovative way to engage students in education and participation in learning beyond traditional teaching methods.
Badgeville, a behavior platform company, has found success using gamification to incentivize learning for Deloitte and Beat the GMAT, a social network for MBA applicants. Deloitte’s Leadership Academy, a digital education program with 10,000 senior executives at more than 150 companies around the globe, tracks and rewards behaviors. The program includes completing lessons, watching full educational videos, answering quizzes, and all the way up to earning an optional diploma. Beat the GMAT empowers members to learn, share, teach, and support each other. Those studying for the GMAT are motivated to compete against their peers, driving the competition towards getting a better score on the exam.
Still not convinced?
- Many students have at least one subject they struggle with or find boring; gamification can add an element of fun into an otherwise not-so-fun subject.
- Gamification encourages performance, displays progress and shows individual strengths giving students confidence and motivating them to achieve at the same time.
- Gamification platforms can be used to track student progress, rewarding students with certificates for completing levels, being in the top ranking an can be viewed when applying for different colleges and future opportunities.
- Gamification rewards those who do well, which can be a motivator for others. Those who are falling behind in a class see successful peers and feel compelled to keep up.
What do you think? Is gamification just another buzzword?
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