Gaylord CHESNAY, Sutarni RIESENMEY, Matthieu ROCHE
Paris Diderot University, September 2016
According to the Oxford dictionary, gamification “is the application of typical elements of game playing”, such as point scoring, competition with others or rules of play, to other areas of activity to encourage engagement. Gamification is a critical methodology in education and yet, many consider its implementation as a mere source of entertainment. Our modern society has been drastically influenced by the technological revolution that began in the late 1990’s. New forms of training have emerged, in the shape of Massive Open Online Courses (MOOCs) or e-learning courses hosted on Learning Management Systems (LMS).
This article explores the use of gamification in e-learning for professional training. It aims to shed some light on the underlying causes, the needs, and the reasons behind its implementation. It also analyses the motives that provoke skepticism on some people’s part and why some companies are therefore reluctant to invest in this type of training.
In addition to readings from experts, we interviewed specialists, and we conducted our own research comparing a gamified e-learning deliverable with its standard equivalent and analyzed their completion rates. We discovered that the learners who followed the standard course were not totally put off by the lack of game elements.
Read the full article (PDF): Gamification in e-learning: a game-changer?