top of page
Writer's pictureTimothy Hammill

Powering Professional Learning with Gamification: Engaging and Motivating Modern Learners

In recent years, gamification has become a popular approach for engaging professional learners in their professional development activities. Gamification refers to the use of game design elements in non-game contexts to motivate and engage users. By incorporating game mechanics such as points, badges, leaderboards, and challenges into learning activities, gamification can help to create a more engaging and effective learning experience for professional learners.

Research has shown that gamification can have a positive impact on learner engagement and motivation. A study by Sitzmann et al. (2011) found that gamification increased learner motivation and engagement, resulting in better learning outcomes. Another study by TalentLMS (2015) found that learners who were engaged in gamified learning were more likely to complete their courses and retain the knowledge they learned.

One example of gamification being used to engage professional learners is the IBM Open Badge Program. IBM uses digital badges to certify the skills and achievements of its employees. Employees can earn badges by completing online courses and demonstrating their mastery of specific skills. The badges can then be displayed on their online profiles and resumes. This gamified approach to professional development has resulted in increased employee engagement and a more skilled workforce (IBM, n.d.).


Another example of gamification being used in professional development is the Deloitte Leadership Academy. The academy uses a gamified approach to leadership training, incorporating simulations and challenges to help learners develop their leadership skills. The program has been well-received by learners, with over 90% reporting increased confidence in their leadership abilities after completing the program (Deloitte, n.d.).


Gamification can also be used to encourage learners to take action in their professional development. For example, LinkedIn Learning uses gamification to encourage learners to complete courses and learn new skills. The platform rewards learners with badges and certificates for completing courses and encourages them to set learning goals and track their progress (LinkedIn, n.d.).


Gamification can be a powerful tool for engaging professional learners in their professional development activities. By incorporating game mechanics into learning activities, organizations can create a more engaging and effective learning experience for their employees. Examples like the IBM Open Badge Program, the Deloitte Leadership Academy, and LinkedIn Learning demonstrate the potential of gamification to transform professional development.


References:

Deloitte. (n.d.). Deloitte leadership academy. Retrieved from https://www2.deloitte.com/us/en/pages/operations/articles/deloitte-leadership-academy.html

IBM. (n.d.). IBM open badge program. Retrieved from https://www.ibm.com/training/badges

LinkedIn. (n.d.). Learn on LinkedIn: Achieve your goals. Retrieved from https://www.linkedin.com/learning/achieve-your-goals-with-learning/what-is-gamification

Sitzmann, T., Kraiger, K., Stewart, D., & Wisher, R. (2011). The comparative effectiveness of web-based and classroom instruction: A meta-analysis. Personnel Psychology, 64(2), 489-511. doi: 10.1111/j.1744-6570.2011.01245.x

TalentLMS. (2015). Gamification at work survey 2014-2015. Retrieved from https://www.talentlms.com/resources/gamification-at-work-survey-2014-2015



Additional Resources:

  1. Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining gamification. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 9-15). ACM.

  2. Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. John Wiley & Sons.

  3. Kohn, A. (1999). Punished by rewards: The trouble with gold stars, incentive plans, A's, praise, and other bribes. Houghton Mifflin Harcourt.

  4. Landers, R. N., & Callan, R. C. (2011). Casual social games as serious games: The psychology of gamification in undergraduate education and employee training. In Serious games and edutainment applications (pp. 399-423). Springer.

  5. Werbach, K., & Hunter, D. (2012). For the win: How game thinking can revolutionize your business. Wharton Digital Press.


13 views0 comments

コメント


bottom of page