Gamification has been a trending topic in the
corporate learning space for years. Ever
since it became evident that engagement, retention, and enjoyment could be
enhanced, training departments have attempted to leverage the magic of games to
make their learning materials better.
Attending conferences such as the eLearning
Guild’s DevLearn and the Games + Learning + Society Conference, I’ve seen some
excellent examples of engaging learning provided through game-like interfaces. The example that jumps out most readily is a
shoe box sorting game designed by Allen Interactions. This game had associates place boxes of shoes
into the correct shelving location as they came onto the screen at an
increasing pace. The game was not only
enjoyable to play, but was also rooted in one of the key elements of keeping
the shoe store operational – organization of the back room.
From an academic and theoretical perspective,
much of the gamification debate comes down to two camps with battle lines drawn
in September 2011. One camp is rooted in
elements such as badges, points, and rewards that make content more
engaging. The other believes that games
are engaging because of the attempt and intrinsic reward of overcoming
challenges. The identifiable
representatives from the respective sides are
Gabe Zichermann and Sebastian Deterding.
Their debate two years ago initiated from the publication of
Zichermann’s book ‘Gamification by Design’ and Deterding’s scathing review of it. The debate raged on for several
posts from each side, characterized (with links) in the following post,
‘Response to Gabe and Sebastian’s #gamification discussion’.
Unfortunately, for many, the reality of
gamification in corporate environments isn’t to level of what’s understood
above. Rather than argue about the
motivation of the learner while engaging with a game – is it the mechanics or
the points and leaderboard – the ‘games’ that are created are simply typical
eLearning content with game-sounding labels added to them.
Completing multiple choice questions to earn
virtual coins or earning three points every time the next button is clicked
doesn’t appropriately gamify a learning experience. The level of engagement isn’t enhanced by the
pig’s lipstick, but rather the understanding of gamification is muddied for
those involved in designing, developing, or viewing the content.
Rather than attempt to apply game elements to
typical learning content, if a game is the appropriate and desired outcome,
gameful design should be applied from the beginning. By looking at the content and asking “how
would you make a game out of this?” you can begin to understand how to make a
game out of learning it. From the Allen
Interactions shoe store example, you can make a game of putting away boxes by
quickly tossing someone boxes at a decreasing interval to see how well they
perform. The training game version does
just that. However, when attempting to train
someone on a task that isn’t (or shouldn’t be) time-bound, other variables come
into play. In behavioral interviewing
module, an interviewee’s engagement with the position could become a progress
bar to help the interviewer understand how their questions or behavior are
influencing the candidate. For a
budgeting module, a manager could attempt to perform the team’s function for
the year while staying within the budget.
If there are metrics and data surrounding an experience, it can likely
have game mechanics applied to it.
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