Gamification will be the Key Growth Driver for E-Learning!
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Gamification will be the Key Growth Driver for E-Learning!

E-Learning Industry Trend 2015 

In 2014, the industry grew substantially for both application marketplace and audience numbers. The major changes happened with the types of content and technology. Mind Commerce predicts the same growth pattern for 2015 and identified some key market trend:

  • Study shows that almost 80% learners prefer gamified learning system to become more productive. Education sector is predicted to hold 15% market share of global gamification market
  • Tablet ownership increased 257% in 2013-2014 and 2015 shows the same upward trend.
  • Big Data will take place as prime platform for data collection and analysis
  • Personalized Learning experience will gain momentum
  • API (Application Program Interface) based solution will get wider popularity especially in corporate setting
  • Cloud LMS (Learning Management System) market is expected to reach nearly $8 billion by 2018; it means LMS will gain popularity as learning management solutions.
  • Video consumption in learning will grow rapidly
  • Augmented reality users will grow more than 200 million by 2018 and a sizeable portion will be for e-learning.

What is Gamification in E-Learning?

Gamification in e-learning is the application of game elements & techniques in the non-game e-leaning process & medium to motivate & engage learners in solving problems. It occurs when numerous gaming techniques are arranges into a system in coordination with regular learning system and applied into non-game context like online classroom. Gamification works as aiding factor for e-learning industry. It boosts up the learner’s participation level and makes them better performer.

It is observed that reward mechanics is being widely used to motivate learners. Creating badges and points as reward can be a good way to start but need to take care of some other mechanics as well:

  • Progress monitor like leaderboards and feedback loops to improve efficiency & knowledge retention
  • Narrative journey
  • Learner control
  • Social collaboration opportunities for problem solving
  • Increase challenges as education levels up
  • Scope for reaching mastery level

Gamify E-Learning Course

It is found that incorporating e-learning games into e-learning course transforms most dull and dry subject matter into an engaging and exciting educational / training material. In order to do so, every e-learning course designer needs to do follow some steps:

  • Develop a clear e-learning objective or goal and find a way to communicate it
  • Always preface e-learning games with a description of expectations or desired outcomes
  • Encourage learners to apply skills and knowledge in real world they've learned through the gamified e-learning course
  • Focus on realism and relevancy of the activity with real world
  • Don't let the gamification steal the show, it’s the learning that should be focused mostly
  • Include details, but don't be too specific so as to exclude members of your audience. .
  • Have effective assessment and feedback systems in place

Gamification in E-Learning Market Revenue 2020

The Gamification in e-learning software and application market is expected to reach $319 billion by 2020 with a CAGR of 58.3% that will be equivalent to 75% of global e-learning market by 2020. This projection includes gamified software, application and related solution for E-Learning industry. Regarding platform, mobile and tablet will lead by 2020.

The published report titled Gamification in E-Learning Marketplace is available under subscription model. To know details of the research, please contact Mind Commerce.

Shruti Nayar

Training Manager at Leading MNC

7y

A very interesting read Kabir Ahmad I came across your article while researching more on Gamification. I personally like the way you have detailed out the steps that e-learning designers should take for designing a successful gamification initiative - a hurdle not easily passed by business leaders today. I found another article on these lines. It might interest you too. Do give it a read and share your thoughts - https://goo.gl/4s8YXD

Definitely agreed Kabir. The question now is who is going to lead the charge in helping professors globally to integrate gamification into their course materials. This is a huge opportunity

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Reply
Nasir Khan

Principal Researcher & Managing Director, Somra-MBL Limited

8y
Keira Holland

Solution Specialist – Unified Support, Microsoft

8y

Agree - 1000% !

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