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Gamification 
eLearning 20 – 20 Stay ahead of the Game! 
An Coppens 
Chief Game Changer 
Gamification Nation
What is gamification? 
Gamification (pronounced game-i-fi-ka-tion) 
is the application of game dynamics, game psychology 
and game mechanics to non-game situations and 
applications
Curiosity? 
http://youtu.be/bGJSEEx2pXc?list=PLfbtDJ 
cZvTsGbZ_CXHRbMUDniGuwUeCtf
Why now? 
Source: Gallup
Games help retention 
Study by Traci Sitzmann of University of Colorado Denver 
Business School: 
The engagement of the 
learner in the game leads to 
learning
Training
Gamified LMS stats 
72% of learners strongly prefer gamification in their 
LMS 
E-Learning platform interactivity and participation can 
be increased by placing social sharing support 
functionalities 
Add point accumulating opportunities for activities like 
reading, writing, sharing course reviews and vote for 
content. Learners want points for all interactions! 
Source: Talent LMS
Gamified LMS stats 
Updated leaderboards with learner avatars and their 
points (50%) and badges (60%), with a special mention 
of WHY they earned these points are also desired. 
Community recognition (62%) and challenges to 
achieve recognition are desired (82%) as well as 
access to exclusive content (78%) 
Techniques like progressing to different levels, scores, 
real time performance feedback and activity feeds are 
in demand. 
Source: Talent LMS
Think social engagement
User journey 
Discovery > Onboarding > Scaffolding > End game
Source: Andrzej Marcziewski
Motivation of the user
Motivational drivers 
1. Epic meaning and calling 
2. Development and achievement 
3. Empowerment of creativity and feedback 
4. Ownership and possession 
5. Social influence and relatedness 
6. Scarcity and impatience 
7. Unpredictability and curiosity 
8. Loss and avoidance 
Source: Octalysis framework by Yukai Chou
Onboarding navigation & 
beginners tour
Challenges & quests
• Show their 
journey 
• Progress 
tracking 
• Time or 
percentage
Celebrate! 
You have earned the right 
to skip to end of content, 
The quiz or simulation 
showed you know your stuff! 
Pre-course questionnaire to identify course starting point
CHOICES & 
CONSEQUENCES
Instant feedback
@GamificationNat 
Learning avatars , if culturally acceptable
Regular updates with 
new content
Levels, rewards, points & 
badges
Download my ebook 
http://bookboon.com/en/gamification-in-business-ebook
Useful resources 
www.gamification.co 
www.enterprise-gamification.com 
Octalysis: www.yukaichou.com 
Wiki on gamification: www.gamification.org 
Courses: Coursera, Udemy, iVersity 
My blog and online courses: 
www.gamificationnation.com
LEARNING = FUN 
Thank you for playing 
Keep in touch via @GamificationNat 
www.gamificationnation.com

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Gamification for LMS and eLearning

Editor's Notes

  1. How to use gamification on Learning Management Systems and the challenges faced by organisations. What demographics affect gamification uptake and how can these problems be mitigated? How important is it to make gamification strategic and linked to learning? +Q&A
  2. Contres add: http://youtu.be/bGJSEEx2pXc?list=PLfbtDJcZvTsGbZ_CXHRbMUDniGuwUeCtf
  3. study done by Traci Sitzmann, an assistant professor of management at the University of Colorado Denver Business School, found that "employees trained on video games learned more factual information, attained a higher skill level and retained information longer than workers who learned in less interactive environments." She found that games provided a high level of instruction, but she also noted that it wasn't just dependent on the game per se, but the interactivity or the elements that make the game engaging. In other words, the engagement of the learner in the game leads to learning.
  4. Top Gamified Learning Management System Stats 72% of learners strongly prefer gamification in their learning management systems. E-Learning platform interactivity and participation can be increased by placing social sharing support functionalities AND add point accumulating opportunities for activities like reading, writing, sharing course reviews and vote for a content). Learners want points for all interactions! Currently 83% don’t bother sharing content at all in e-learning sites, while 75% occasionally do so in other sites like Amazon and Netflix. Updated leaderboards with learner avatars and their points (50%) and badges (60%), with a special mention of WHY they earned these points are also desired. Community recognition (62%) and challenges to achieve recognition are desired (82%). Techniques like progressing to different levels, scores, real time performance feedback and activity feeds are in demand. Narrative fiction and its related features are least favored. Rewards like discounts on new content/courses (69%) and access to exclusive content (78%) are also requested. Online competitions need a facelift. 25% of learners have an affinity for them, while most users (60%) find them “sometimes fun”. This is an excellent opportunity to leader learners towards life-long learning and contributing to a growing knowledge managing community. The Talent LMS learning community has spoken
  5. Source Talent LMS
  6. As opposed to games, where easy levels teach you the game interactions and mechanics in work you have a number of people coming at it from different experience points and you want to find a level playing ground