Gamification in Online Learning

Gamification in Online Learning

If a child can’t learn the way we teach, maybe we should teach the way they learn. – Ignacio Estrada.

Education is no longer stuck within the four walls of an institution. It has crossed the barriers and found new ways of reaching the student. Mobiles, apps, and browser-led platforms have brought learning from pages to the screens. Learning is increasingly becoming tech-abled, and the proportion of Instructor Led Training (ILT) is reducing, making way for interactive, immersive learning. Many educational institutions and organisations are implementing Learning Management Systems (LMS) for everyday learning and offering online courses.

However, this change has ushered in a problem that needs immediate attention: the problem of reducing attention spans. Motivating and engaging students to consume online content is a big challenge. Studies have shown that student retention rates are lower for online courses than for face-to-face [1].

Educational institutions have identified the need to address this receding attention span as soon as possible and have started exploring various means of doing so. Education now needs to be engaging and immersive; so, students do not lose motivation. Their best aid in doing so is none other than the technology itself.

There are several strategies that modern technology offers to hold the decreasing attention spans. One approach is using Gamification. Gamification refers to using game design elements in non-game contexts [2]. Virtual Reality (VR) is another technological boon that finds immense use. Both have an enormous potential to convert mundane learning into a fun, engaging and immersive experience.

How have Gamification and VR changed learning over the years? Let us look at a few real-life examples to understand.

·??????Simulation training: Using technology, one can simulate near-real manufacturing scenarios to train the workforce for hazardous situations and familiarise them with plant structure.

o??Hyundai Motors has a robust VR simulator to train VR controls and inventory systems and experience real-time assembly configuration.

o??Porsche has also adopted VR to educate its employees about the components that make electric vehicles work. The VR simulation plugs users into the captivating exhibit (an animated electrical part and an interactive quiz) guided by a narrator.

·??????Process training: Manufacturing units carry out various processes, each having a sequence of steps to be followed. This process training can be enabled using Gamification and VR. The training can also help identify areas of improvement using learner data analytics.

o??Boeing utilizes VR to train mechanics in the construction and installation of landing gear into their new aircraft. This method allows mechanics to get a first-hand survey and gain an in-depth understanding of all essential processes months before they begin the final installation.

o??Chevron and Walmart use VR to train employees, especially during onboarding.

·??????Remote Assistance Training: Gamified learning and VR can enable on-demand remote assistance to customers.

o??Global automotive brands like BMW take the help of VR to launch their new vehicles and enable prospects to explore the interior virtually.

·??????Business Simulations: Business Simulations that assess if a manager is utilizing the budget for the right decisions in terms of allocating it judiciously for new product development, research, marketing, etc., can be of great use in training them for disruptive times.

o??Ford Motors equips its engineers and product designers with VR headsets and specialized software to enable them to create better cars.

o??Volvo uses Microsoft HoloLens. Here the assembly workers are guided by superimposed visuals to help them place every part of the automobile and test that it is properly working.

·??????Defect Prevention and Efficiency: Defect detection and prevention are necessary for better performance. Game-based learning can train the workforce to prevent or minimize defects.

o??The International Air Transport Association has long used a VR platform to train employees in on-ground operations. The technique allowed the association to cut back damage to aircraft and equipment and reduce the cost of training.

o??One of the largest manufacturers of elevators in the world, ThyssenKrupp, is currently using augmented reality technology to guide maintenance teams during preventive inspection and repair activities.

The way we have looked at education for ages is changing at a fast pace. Technology is making learning smooth, engaging and fun. VR and gamified learning are impactful not just the industries; they can also take learning to a new level for children. Imagine the excitement and joy of a kid when instead of writing long papers, they could actually play games for their class and concept tests. It makes education fun for them and ensures they learn and grasp better. The young generation grows with technology instead of preventing them from using technology; if we leverage it, technology can become the best teaching aid.

What are your thoughts on Gamification and Virtual Reality? What are other means through which learners can be better engaged and motivated? Please share your ideas with me.

Sources:

[1] Poondej, C. and Lerdpornkulrat, T. (2020), "Gamification in e-learning: A Moodle implementation and its effect on student engagement and performance", Interactive Technology and Smart Education, Vol. 17 No. 1, pp. 56-66. https://doi.org/10.1108/ITSE-06-2019-0030

[2] Deterding, Sebastian & Dixon, Dan & Khaled, Rilla & Nacke, Lennart. (2011). From Game Design Elements to Gamefulness: Defining Gamification. Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, MindTrek 2011. 11. 9-15. 10.1145/2181037.2181040.

[3] Loureiro, Sandra & Bilro, Ricardo & Angelino, Fernando. (2020). Virtual reality and gamification in marketing higher education: a review and research agenda. Spanish Journal of Marketing - ESIC. ahead-of-print. 10.1108/SJME-01-2020-0013.


Rajesh Bontha

Regional Sales Head at TCS iON

1 年

Excellent article, excellent detailing on the importance of Gamification and Virtual Reality in online learning.

Amit Parashar

Business Development, Business relationship, P&L, people management, large transformation projects, large deals and key account management

1 年

Insightful article.. Gamification and VR to address the attention span of learners. This is a superb idea in the current digital era.

Siddharth Gupta

Consultant - Product and Solutions, TCS iON at Tata Consultancy Services

1 年

Excellent article on how Gamification and Virtual Reality can help in motivating learners to consume online courses. AR/ VR, Gamification is being extensively used across industries and it should become an integral part of learning. It would make the learning contextual, fun and practical.

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