Gamification was discovered to have gained a lot of popularity in recent years, and during the GSDC Gamification Carnival with a speaking appearance by international gamification pioneer Yu-kai Chou, the attendees were given a glimpse of how this great tool can be adopted in L&D.
Chou is the author of Actionable Gamification and the forthcoming 10,000 Hours of Play and has been at the forefront of applying game-based design methodology to spheres where actual games do not form the core of the application, such as educational, healthcare, and financial-related fields.
Breaking Down the Myths of Gamification
There is a widespread misunderstanding about gamification, namely that it is focused on the field of creating video games.
However, Chou blew off this myth very early in his discourse. You see, gamification isn?t about games but using components from games in other contexts to foster interest, drive, and output.
Its strength is that it can make otherwise boring or simply unappealing and unpleasant activities, learning for example, or making a financial plan, fun and motivating.
Why Traditional Learning Methods Fall Short
Chou highlighted a fundamental problem with traditional education systems: It deprives them of the natural human urge to learn, which they frequently stifle.
Leaving learning to the minimum passing standard and looking for challenging experiences elsewhere often through games is common among students.
By integrating game mechanics into learning activities, L&D professionals may turn curiosity and drive back into learning, from something that is often dreaded to something that is eagerly anticipated.
How Do People Prefer to Learn?
Throughout his session, Chou emphasized that different people prefer to learn in different ways, and gamification can cater to these preferences. The most effective learning methods include:
- Learning by doing (trial and error): Immediate feedback and the freedom to experiment.
- Learning by observing: Watching others complete tasks.
- Learning through storytelling: Narratives that make content more relatable and memorable.
Gamification taps into these preferences by making the learning process interactive and rewarding.
What is Gamification in Education?
At its core, gamification in education involves applying game-like elements?such as challenges, rewards, and feedback loops?to non-game contexts.
Rather than focusing solely on the functionality of a task, gamification employs human-focused design, which considers learners? motivations and emotions.
This approach creates an environment that engages users more deeply and promotes sustained participation.
The Octalysis Framework: 8 Core Drives of Human Motivation
Chou?s Octalysis Framework breaks down human motivation into eight key drives, all of which can be leveraged to create more engaging and effective learning experiences. Here's a quick overview:
- Epic Meaning and Calling: The sense that learners are part of something bigger than themselves. Example: Ocean Hero, a search engine that contributes to removing plastic from the ocean with each use.
- Development and Accomplishment: The need to make progress and feel a sense of achievement. Example: Duolingo, a language-learning platform that tracks progress through levels and rewards.
- Empowerment of Creativity and Feedback: Encouraging learners to be creative and providing them with instant feedback. Example: Porsche?s loyalty program, where customers earn rewards through creative tasks.
- Ownership and Possession: The desire to own or improve something. Example: Caixa Economic Federal, a bank that implemented a gamified KPI system, leading to a 46% increase in recurring income.
- Social Influence and Relatedness: Motivation driven by social connections and competition. Example: Procter & Gamble?s gamified door-to-door sales initiative, which boosted engagement by leveraging team dynamics.
- Scarcity and Impatience: The drive to obtain something exclusive or limited. Example: Bit Degree, an online education platform where course completion increased by 350% due to the scarcity of rewards.
- Unpredictability and Curiosity: Engagement through surprise and uncertainty. Example: La Quinta Hotel?s loyalty program, which keeps users hooked by adding elements of unpredictability in rewards.
- Loss and Avoidance: The motivation to avoid negative outcomes or losses. Example: Forest App, a productivity tool that motivates users by helping them avoid distractions through gamified penalties.
Applying Gamification: Explicit vs. Implicit Design
When designing gamified experiences, L&D professionals can choose between two approaches:
- Explicit Gamification: These experiences look and feel like a game. A clear example is Porsche?s loyalty program, which uses game-like tasks to keep users engaged.
- Implicit Gamification: This is a more subtle approach, where game mechanics are woven into the experience without making it overtly feel like a game. A good example of this is the eBay seller dashboard, which uses progress tracking and feedback to keep users motivated without feeling like a traditional game.
White Hat vs. Black Hat Motivation
Chou?s framework also differentiates between White Hat and Black Hat gamification. White Hat motivations?such as purpose, creativity, and social connection?are positive and foster long-term engagement.
Black Hat motivations?like scarcity and avoidance?create urgency but can lead to burnout if overused. The key is to strike a balance between these types of motivations to ensure a rewarding yet sustainable learning experience.
Case Studies in Gamified Learning
Yu-kai Chou shared several real-world examples to illustrate how gamification can be applied to diverse industries:
- Ocean Hero: A search engine that removes plastic from the ocean, motivating users by giving them a sense of purpose (Epic Meaning).
- Trade Samurai: A Forex trading platform that teaches users through a gamified journey, making an otherwise complex and intimidating task more accessible (Empowerment of Creativity).
- Experienceify: An online education platform that boasts high course completion rates thanks to its gamified learning structure (Development and Accomplishment).
- Bit Degree: This platform saw a 350% increase in course completion by incorporating scarcity and social influence into its learning system (Scarcity and Social Influence).
The Future of Gamification in Learning and Development
As Yu-kai Chou pointed out, gamification is not just a fleeting trend; it?s a powerful tool that when applied correctly, can transform learning and development into a more engaging, motivational experience.
By understanding and utilizing frameworks like Octalysis, L&D professionals can tap into the core drivers of human motivation, leading to better learning outcomes and a more fulfilling experience for participants.
For those eager to explore gamification further, Chou?s book Actionable Gamification and the platform Octalysis Prime are invaluable resources for deepening understanding and mastering the application of these principles.
Thank you for reading!
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