'Gamification' - here's another fairly recent term that's making quite a noise in all aspects of business, globally - and it's not just the e/m-learning world. For the e/m-learning community - the current buzz word is "gamification of learning."
As the term suggests, "gamification" is the use of a gaming approach in non-gaming contexts. In an e-learning context, gamification mainly involves creating games for your learners to help them achieve targeted learning outcomes.
The best thing about gamification is that it uses motivation to enhance the learning experience of learners; thus enhancing retention. Moreover, it uses personal achievements/records, friendly competition, and FUN, to make the learning experience more valuable and more effective.
On the other hand, the main challenge with gamification is that, not all aspects of business (or learning) can be gamified. Having mentioned this, there is also a tendency for creators to go overboard with the gaming side and leave a very under-developed "skill-building/learning outcome side."
Our suggestion: use a gamification approach sparingly. Don't gamify a part of a business (or curriculum) just for the heck of it.
Here's a short video from John Broadbent explaining what gamification is. Our hats off to our friends at Netmark University for this piece! Cheers!
What do you think about gamification and it's benefits and detriments to e/m-learning? Let us know through the comments field below: