Down the memory lane
Back when I was in school, one of my teachers handed out assignments once a year, for each one of us to tackle individually. Topics were allocated to each one of us that included planets, geographical regions, plant kingdom, animal kingdom, games, history, etc. By the end of that month, we had to submit our assignments, and based on how we performed, our grades for the finals were calculated.
The assignment system went on every year. It was undeniably boring to undertake these assignments. I wonder how I survived to accomplish them for three consecutive years! However, we used to complete the assignment and submit it for the sake of getting grades.
One fine day, something just changed. Our teacher walked in and informed us that we had the assignment month coming up and that there were a few alterations in the way we accomplished our assignments. We were eager to know the rules.
Our new assignment rules went this way…
- This will no longer be an individual activity. It would be a group activity. (There goes my first Yaay!!)
- There will be five students in each group. Each member will have to equally contribute.
- One person should essentially be nominated as the leader to plan out the various tasks, decide their allocation and monitor progress.
- There will be a few parameters based on which the entire team will be marked on a day-to-day basis. They will earn stars (points) for their planning, teamwork, contribution, task completion, presentation, etc. These stars will be displayed on a leader board that will be tracked, monitored, communicated and updated on a daily basis.
- The duration for completion of the assignment will be one month.
- At the end of the assignment submissions, there will be an exhibition where every team will have to set up a stall and display their work.
- Now, to add some fun to it, this will be a competition with prizes for the winners and the runner-up teams.
- There will be a voting system in the exhibition. Based on the votes gathered by the team, winners will be chosen. (There goes my second Yaay!!)
- Topic selection will be entirely the team’s choice.
- Lastly, selection of team members will be at your discretion. (There goes my final Yaay!!)
Our excitement grew no bounds during the assignment month that year. We actively immersed in our assignments with a lot of brainstorming and exciting discussions. Finally, we all procured higher grades than we ever did before.
Besides gaining knowledge about the topic, we also learnt a lot about team work, leadership, decision making, negotiations, presentation, communication, and many other skills. This was my experience twenty years ago.
What was all this? Certainly, it was gamification back then! Just a simple gamification technique executed by our teacher to motivate us perform better, and we did…
My point is that gamification has been prevalent since then and it’s just that now we are all consciously making an effort to incorporate it in our learning programs.
It’s been a while since gamification has been around
It has captured a lot of recognition and press these days. While gamification and game-based learning are equally trending and gaining traction, they are slowly becoming powerful strategies for most of our learning solutions. They are not only influencing large groups of people, but also motivating and bringing a wave of learning reinforcement in the business world, and other arrays.
As rightly said by Karl Kapp, “Gamification and Game-based Learning are international phenomenons. The use of gamification or games does not need to be limited, anyone, in any culture can learn from games.” (2015 Reflections on Games and Gamification for Learning)
Both gamification and game-based learning can offer a lot of benefits. However, the terms ‘gamification’ and ‘game-based learning’ are not precisely the same.(Learn more…)
How can gamification improve eLearning?
“Over 75% people are gamers (50% casually and 27% moderately to fairly often).
A report from the 2006 Summit on Educational Games by the Federation of American Scientists found that, “Learners recall just 10% of what they read and 20% of what they hear. If there are visuals accompanying an oral presentation, the number rises to 30%, and if they observe someone carrying out an action while explaining it, 50%. But learners remember 90% “if they do the job themselves, even if only as a simulation.”
Gamification provides tremendous opportunities to increase the learning efficiency, and therefore proves to be the most effective technique.
At Newgen, we are constantly researching and experimenting with Gamification techniques to provide more engaging and immersive learning solutions to our clients.
For innovative gamified learning solutions that can positively impact your organization:
Get in touch with us: +91 20 6792 0300 / firstname.lastname@example.org
In our next blog we will delve into gamification and game-based learning fundamentals and also look at the difference between the two.
Book: The Gamification of Learning and Instruction – KARL M. KAPP
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