April 2, 2021
3 Advanced Gamification Strategies To Use In 2021
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April 2, 2021
3 Advanced Gamification Strategies To Use In 2021
I am a Learning Professional with 15+ years of experience in strategizing and providing learning solutions for varied customer requirements. I work with several global customers in understanding their business challenges and proposing optimal learning solutions that are backed by apt learning strategies to enhance their employee performance. I head Tesseract Learning and we have carved a niche for ourselves in the learning space. I have a team of experienced industry experts who provide solutions to meet any customer training needs on Blended Learning, eLearning, Mobile learning, Microlearning, Game based learning, AR/VR, Adaptive Learning, Simulations, high end learning technology integrations, video and animations development. 
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The pandemic has forced organizations to turn digital in their training implementations. This has opened up a plethora of options to create a good learning experience. Many are turning to virtual training in place of classroom training. However, many are taking this period as an opportunity to go completely digital and reduce dependence on trainers, at least for the ones who are at the first three levels of Bloom’s learning paradigm, namely, remembering (awareness), understanding, and applying concepts.

Gamification has already been entrenched as a viable form of the digital learning method and is now gaining a lot of traction. Organizations are willing to go the extra mile to make learning a memorable, fun, and engaging experience. The question is: When going for tailor-made or custom learning, why not go for something like gamification instead of standard eLearning? Gamification has only been used in the last decade to make learning a better experience. Now, the opportunity is to use it fully to take the learning experience to the next level. This can be done by using some interesting gamification strategies that can enhance the learner experience.

So, what are some of the advanced gamification strategies that L&D can look forward to in 2021?

Let’s look at them in detail.

1. Missions And Avatars

Using avatars is not new. Most gamification-based courses have avatars. I am suggesting using avatars within the context of the subject that is being taught along with a mission that will keep learners interested. For example, if it is a course on say finance, the mission could be to protect the organization from financial fraud and use an avatar, like a detective, that can identify potential risks in the organization. This kind of approach can also be used when teaching information security-type subjects. The avatar can get help from a guide who can be part of the course in the interface. This is one of several ideas that can be an advanced gamification strategy for 2021.

2. Storytelling—The Next Level

Real-world games have backstories and cut scenes that keep players engaged throughout the game. Whether it is bringing down a fort, a castle, or rescuing a princess, what keeps the players interested is the constant storytelling that keeps happening at regular intervals or levels. Storytelling adds to the intrigue of a game and fires the neurons and hormones in the brain of the player. While storytelling has been used in games, I am proposing using it throughout the game-based course.

Of course, this requires a different skill, namely an ability to write and stitch good stories. I have seen many courses that start with a mission or a backstory. However, as the actual course starts, the storytelling somehow tapers off. Storytelling can be used intelligently to keep the learners engaged throughout the course without a dip in their interest. Storytelling, in a nutshell, is a good way to enhance the gamification experience in a course.

3. Personalized Learning Experiences

Personalized learning simply means providing the learning content and activities based on the learner’s name, preferences, or choices that are made at the beginning of a course.

Personalized experiences can be created in a game-based course by using the name provided by the learner at the beginning of the course. When providing feedback or giving cues to perform activities, this name can be used to give a completely personalized experience. I believe this can be an important and interesting advanced gamification element that can be used in 2021.

Conclusion

To conclude, by using these advanced gamification strategies intelligently you can create better and engaging learning experiences in 2021.

I hope you found this article insightful and that it helps you in driving employee engagement and performance. If you have any questions, you can contact us or write to me directly at Suresh@tesseractlearning.com.

5 Comments
2021-04-26 04:42:58
2021-04-26 04:42:58

Thanks for sharing, Suresh.

It’s not clear the point of your article.

However, it remembers us of the importance of keeping gamification in mind before starting an LMS project.

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2021-04-13 15:43:51
2021-04-13 15:43:51

In my opinion we all know these strategies, we just do not know how to incorporate them in our projects. It would be nice if the focus is more on practical aspects, or practical projects that someone has done . So that, everyone can get insight about the usage of these strategies….

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mahtabn67697795
's comment
2021-04-14 07:23:29
2021-04-14 07:23:29
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mahtabn67697795
's comment

I really agree and have posted similar comments multiple times. Theory is nice, but the application of theories is a lot more complicated.    Personally I discover most theories after I have applied them in my eternal search to make learning/coaching more efficient. Example: I discovered the word ‘flipped class’, years after I introduced that method in live classes in the university college.

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2021-04-06 14:27:03
2021-04-06 14:27:03

Maybe this has changed, but in a MOOC which I have taken a couple of years, the trainer started by pointing out the differences between ‘game-based’ learning and ‘gamification’. The last means the use of game elements (badges, scores, avatars, leading boards…) in a standard eLearning course. Your blog confuses me, especially the sentence ‘…game-based course’ as contradictory with the other elements.  Story telling can be used in any eLearning course, and I have always included (personal) stories in my decades of live and online teaching.  Missions have always been used in scenario-based training but I wouldn’t label that as ‘game’ or ‘gamification’.  My goal when looking (and finding) a tool like Captivate was to offer personalized training to my students supplementary to other teaching methods. The way that discussed and treated the eLearning assets and social media environment which I created were part of the ‘gamification’ experiences but would never have called that ‘game-based’.

Sorry for these comments due to my confusion. Are you talking about game-based courses, or about gamification?

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Lieve Weymeis
's comment
2021-04-26 04:39:22
2021-04-26 04:39:22
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Lieve Weymeis
's comment

Good point. Although their similarities, they have different meanings AND different approaches.

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