When dealing with gamification in e-Learning, you don't have to go it alone. We have five tips that should make the whole thing a lot easier.
1. Pass/ Fail is not real world training
Implement rewards, not punishments. Do you remember slaving away to learn something to earn an "A" on a paper? When you got that simple letter on a page you felt on top of the world. On the other hand, when there was a pathetic little "F" branded and circled on your test, that day you felt miserable. Understandably, negative feedback does not make us happy; it isn't supposed to. Why, though, should a child not be able to try again, and correct their mistakes? Learning is trying and trying again until you master something, and that is what games do for the world. In a game the player does not fail, they learn to succeed by taking a different approach.
2. Bolster their spirits
Make goals attainable, yet rewarding. Teachers are aware of the types of problems that their students will have trouble with and students are up to the challenge. Games cannot feel too easy. Doing what requires no effort is not a path of progression or a way to accomplish mastery. Busy work is not fun - it is annoying. If students are constantly pushed, they will burn out, and if they are not pushed at all, they will accomplish nothing. Have students reach a point of understanding and then have them do similar tasks until they are able to complete them without fault a few times. Then progress on to the next step, always progressing, step by step.
3. Collective success - collective failure
Establish both individual and group rewards. A student should never feel punished for their peers’ lack of effort. If individuals excel, reward that behavior, and reward for group efforts as well; but do so as if these students/ players are members of a team. Collaborative efforts should lead to collective success.
4. Can't we all just get along?
Make use of the human need to cooperate; competition is rarely friendly. Prompt students who are excelling to help in explaining the material to their peers from another perspective. Direct help cannot be available in all instances: however, team play is incredibly beneficial in certain circumstances. A few years’ difference in age can mean a world of difference in understanding.
5. Games are not childish but topics can be
Often times, adult audiences will have a harder time immersing themselves in fictitious scenarios. Make games that create a fun experience and can be enjoyable for the players. There are other ways to have fun than frivolity. If students want to act serious about something, encourage that behavior. Outspokenness is also beneficial, but there are qualities the shy can offer as well. Build on individual strengths to structure a stronger group.