Gamification beyond the buzzword: why it’s not what you think
Gamification beyond the buzzword: why it’s not what you think
By Terry Pearce
September 21, 2021
Summary
Grab a cartoon character, send learners on a quest, and award badges for achievements.
It's about adapting those hooks and ideas, sometimes very subtly, always very carefully, to motivate people towards the behavior we want from them, in learning or anywhere else.
In education and training, successes include companies from Deloitte to Duolingo, posting enviable figures on metrics like course completion, daily engagement with learning, learner numbers, grades and time spent learning.
Stack Overflow, a Q&A site for programmers, is a well known example of social learning via gamification.
The results made Stack Overflow such a success that they've now exported and sold the framework as a product for other non-programming social learning and Q&A sites.
As the transferability of the system behind Stack Overflow shows, gamification is far more about 'how' than 'what', and this means we can use its ideas across L&D. It can go beyond social to individual learning, beyond digital to analog.
Whether it's a single activity in a session, a learning journey for an individual, or the structure of an entire learning portfolio for an organization, gamification can help drive behavior.
Reference
Pearce, T. (2021, September 21). Gamification beyond the buzzword: Why it’s not what you think. TrainingZone. https://www.trainingzone.co.uk/deliver/training/gamification-beyond-the-buzzword-why-its-not-what-you-think