Predictions About Gamification In Learning
By admin September,2022
The prediction – The Gamification industry is poised for phenomenal growth.
So, what are the compelling reasons for this confident prediction?
Mobile is the fastest growing market for games
The mobile is increasingly seen as the optimum device for everyone to enjoy games. The learning industry too, is seeing a marked uptick in mobiles being viewed by people as the preferred device for much of their learning. It is reasonable then to expect that the learning industry will put the two together and add games and gamification into enjoyable learning experiences for the mobile.
Less than 25% of organizations are using gamification for learning
Research shows that less than 25% of all organizations currently use gamification in learning and 20% use serious games. With science backing them, L&D teams across geographies and cultures have begun to back gamification and games as cutting-edge methods of delivering and enhancing learning. The graph of gamification adoption has only one way to go – up!
“One good thing about the statistics is that there is a lot of room for opportunity.”
— Gamification expert Professor Karl M Kapp
Gamification works and science backs it
The human tendency is to thrive in an environment where they are challenged, to compete, win, be rewarded, and feel good. All of these and more are enabled by using game mechanics or serious games in learning experiences as well as in other workplace experiences leading to a significant increase in employee engagement and performance translating to higher productivity and profitability.
Gamification is easy to implement
The good thing about gamification is that it’s easy to implement. Today’s learning platforms come equipped with the capabilities required to easily incorporate gamified experiences that engage and motivate employees not just towards learning completion, but when crafted effectively, ensure learning retention and retrieval for on-the-job application.
Strategy games have a wide appeal
A challenge in incorporating games and gamification for learning is about making it inclusive for all learners.
Research by Quantic Foundry found that with age, the appeal of competition drops the most and strategy is the most age-stable motivation. Strategy games are seen to appeal to older as well as young gamers. With careful planning and execution, interest and engagement required for learning effectiveness can be generated in a wide age range.
Source: https://financesonline.com/gamification-statistics/