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How to Create Gamified Learning Inexpensively and Quickly

How to Create Gamified Learning Inexpensively and Quickly

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Gamification in education remains a relevant and interesting topic, but many consider it complex and requiring significant time and special methodological approaches. In fact, introducing elements of gamification into the educational process can be quite easy and effective. Alexander Ryabinin, Technical Director of Labmedia, shared his recommendations for the smooth implementation of gamification at the Digital Learning 5.0 conference, organized by the community of the same name. Gamification can significantly increase student motivation and make learning more engaging and productive.

What is gamification and why is it important in education?

Gamification is the implementation of game mechanics and practices in non-game processes, such as education and training. It is important not to confuse gamification with the concept of "serious games," as Alexander Ryabinin emphasizes. There are game products aimed at achieving specific work goals, as well as tools designed for entertainment and pleasure, which in English are referred to as fun. Gamification effectively motivates users, increases their engagement, and promotes deeper learning.

Gamification is certainly associated with the concept of entertainment. We emphasize the importance of the word "entertainment", as it plays a key role in understanding gamification. When it comes to serious games, the emphasis shifts to solving specific learning problems in a variety of fields, such as military, industrial, and business environments. In such contexts, entertainment fades into the background, and the primary focus is on achieving specific goals and results.

Gamification, unlike traditional games, is focused on achieving non-game results. It focuses on user engagement and increasing their intrinsic motivation, making it an effective tool for various fields, including business and education. Gamification helps improve the user experience by motivating participants to actively participate and achieve their goals.

Gamification is applied in education in a variety of ways. Many companies develop apps and portals with attractive interfaces, complex mechanics, and numerous game bonuses. However, such training games for employees can pose a number of risks. First, an excessive focus on game elements can distract from the learning process and reduce its effectiveness. Second, not all employees can adequately grasp game mechanics, which can lead to dissatisfaction and decreased motivation. Third, insufficient game content can result in superficial and ineffective training. Therefore, it is important to carefully balance gamification elements and educational goals to ensure maximum benefit for employees and the company as a whole.

  • they are usually long and expensive to create;
  • such training means a huge responsibility of its creators to the business, that is, the investment must pay off one and a half to two times;
  • technologies quickly become obsolete - in two or three years, a game or its engine may no longer be relevant;
  • a game has its own cycle - that is, it cannot be developed once and for all, it requires additions.

The system in question requires qualified providers and an established team within the organization for its successful implementation. This is truly a great responsibility, emphasizes Alexander Ryabinin. High-quality implementation of this task depends on the professionalism of the participants and their ability to effectively interact with each other, which ultimately contributes to the achievement of high results and improves the overall efficiency of the organization.

The expert asserts that gamification of training can be implemented quickly and on a limited budget. Incorporating game elements into the educational process increases student engagement and improves learning. Modern technologies and accessible resources make it possible to create effective educational programs without significant investment. Gamification not only makes learning more engaging, but also helps develop skills needed in real life.

How to Add Gaming Elements to Your Course

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When implementing game elements, it's important to consider the key stages of impact on the student-player within the educational program. These stages will help to most effectively integrate gamification into the learning process, which contributes to increased student motivation and engagement. Proper use of game mechanics can significantly improve material acquisition and make learning more engaging. Curriculums focused on game elements can create a more interactive and dynamic educational environment, which ultimately leads to better results.

Alexander Ryabinin identified five key stages.

  • Learning announcement. At this stage, the task of the learning creators is to attract people to the game.
  • First interaction. This is the moment when the user opened the course and began learning. It is very important not to disappoint them at this stage.
  • Return. Most programs require several approaches (a rare course can be completed in one go). And with each such approach, the person needs to be supported - interested, engaged and motivated to continue learning.
  • The finish line. Usually, the closer the end of the course, the less energy the student has - so here, as in the previous stage, support and another push are very important.
  • Continuing learning. "In gamification, in games, there is such a [key] concept as a cycle. The same is [in learning]. When we talk about repetitions, about returns to the game, to the course, returns to the module - these are all game cycles. They need to be created, they need to be thought out. After all, we are not limited to one course. "We're interested in people taking one course, enrolling in the next one, and successfully completing it," the speaker explained.

Alexander Ryabinin cited an experiment conducted with two groups of students at a pedagogical university in Yaroslavl, involving 30 participants. The experiment was part of a week-long program block dedicated to frontal analysis in web design. The first group of students studied the classical program, while for the second group the same educational material was presented in the format of a quest.

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The quest was developed by the teacher short period of time, just a few hours. The expert presented the results in the form of a graph showing the level of student interest. The dynamics of the program progression were similar for both groups. In the first stage, interest was high, but in the second stage, a decrease in activity was observed, and students began to "drop out". In the experimental group, this decrease occurred slightly more slowly than in the control group. The expert noted that this situation is normal.

In the third stage, students in the experimental group received a "teaser" - an image with the text "In the next task, a special agent will tell you how to get credit automatically." This moment led to a slight increase in interest in the educational process compared to the control group. While in the control group, interest gradually declined and recovered only towards the end of the module, in the experimental group there was a slight decline, but then interest increased again after the message: "The agent turned out to be a fake, you risk losing the points you earned." As a result, the quest positively impacted module completion, which was significantly higher in the experimental group compared to the control group. Pay attention to the strategies you use to overcome anxiety. What price are you paying for them? How effective are they for you?

Alexander Ryabinin noted that one should not draw long-term conclusions based on such a small sample. However, this study demonstrates that results can be achieved even with minimal effort.

The main benefit of gamification is creating a positive experience for students, the expert noted. He compared this method to monosodium glutamate, which serves as a flavor enhancer. Although such an additive does not provide significant benefits, it significantly increases the pleasure of food. Similarly, gamification in the educational process not only makes learning more interesting but also increases student motivation and engagement, which promotes deeper learning. Introducing game elements into the educational process can significantly improve educational outcomes and create a more engaging atmosphere for students.

How to deliver enjoyment? The expert suggests several simple methods.

  • Sensations.

Aesthetic pleasure plays a key role in attracting a person to the process. The more pleasure they receive, the stronger the desire to participate. This pleasure can be manifested in visual form; for example, an attractive book cover can interest the reader. Auditory perception is also an important aspect, when sound elements create an atmosphere and enhance the impression. In the educational process, as in other areas, sensations are of great importance, as they contribute to deeper involvement and effective learning.

  • Narrative.

Storytelling has become a popular teaching mechanism when courses, lessons, or assignments are presented in the form of fascinating stories. An example of this approach is the case of Alexander Ryabinin, who developed a course in the format of a fairy tale. The student, acting as a player, moved around a colorfully designed map, and the text began with the classic introductory line: "In a certain kingdom, in a certain state." This method not only captivates students but also increases their engagement and interest in the learning process.

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You can create a visual representation using screenshots or illustrations from the fairy tale. By dividing the material into modules, the user can proceed sequentially through each stage and move forward. This will provide a deeper understanding of the plot and engage the reader.

Designing announcements, newsletters, and teasers in a unified style helps create a harmonious visual perception, which is important for attracting the audience's attention. Aesthetically appealing content helps establish trust with readers and increase engagement with your brand. Proper design allows you to convey key messages and emphasize important details, which in turn improves the overall effectiveness of communication.

  • Competition.

A game is an activity that includes various types, such as chess, board games, and sports. Each of these areas offers unique rules and strategies that help develop mental and physical skills. Chess requires deep analysis and planning, while board games and sports are often based on teamwork and quick reactions. It's important to note that games not only provide entertainment but also promote socialization, learning, and cognitive enhancement.

Many people strive to win or improve themselves. This is why competitive mechanics are effective. From a budget standpoint, such approaches are easy to implement. For example, you can take the same test in parallel, and the one who completes it faster wins. This is a simple solution that attracts attention and promotes participant engagement.

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Training employees in negotiation skills through online tournaments is an effective approach to developing professional competencies. In the context of digitalization and remote work, online tournaments are becoming a relevant tool for improving negotiation skills.

During such tournaments, employees can apply theoretical knowledge in practice by participating in simulated real-life negotiation situations. This creates an opportunity for active interaction, analyzing their own mistakes, and improving negotiation strategies.

The online format of tournaments makes it easy to organize participation by employees from different regions, facilitating the exchange of experiences and best practices. Participants learn to adapt to different communication styles and find compromises, which ultimately leads to increased team effectiveness.

Thus, online negotiation tournaments not only develop the individual skills of participants but also strengthen team spirit, which is essential for the successful functioning of a company.

  • Going Beyond Training.

Standard corporate courses often end up being self-contained, which is their main drawback, according to expert Alexander Ryabinin. This means that participants do not have the opportunity to apply their acquired knowledge in a broader context. As an example of effective gamification, he cites banking and retail apps, where users receive bonuses for certain actions that can be used outside the app itself. This is a kind of reward for their time spent. In contrast, corporate online courses often do not offer such opportunities, although learners also invest their time and effort. It is important that corporate training include elements that allow users to go beyond the course and apply their knowledge in real-world situations. This will help increase motivation and training effectiveness.

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QR quests are an effective tool for training and engaging employees. For example, an employee could be in the office and complete assignments from an online course by finding QR codes around the room. By scanning these codes, they learn the material and move toward a specific goal. Creating such a quest requires a creative approach but doesn't require significant financial investment. QR code generation is available free of charge through various online services, making this learning method accessible and relevant for companies. QR quests not only help improve knowledge but also create an interesting and interactive workflow.

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A branched quest is an interactive teaching method that combines elements of play and education. It allows participants to experience various scenarios, making decisions that influence the subsequent course of events. This approach makes the learning process more engaging and engaging, stimulating student interest and motivation. Using branching quests in the educational process helps create a dynamic atmosphere where students can independently explore topics, develop critical thinking, and actively participate in their learning. Unlike traditional methods, branching quests offer the ability to adapt content to students' different levels of knowledge and interests, which promotes deeper learning. Integrating branching quests into the curriculum can significantly improve learning effectiveness. Students not only gain knowledge but also develop collaboration and communication skills, as these quests often require teamwork. Furthermore, the use of technology such as mobile apps and online platforms makes quests accessible anytime and anywhere, further enhancing their appeal. Thus, a branched quest is a powerful tool that can enliven the educational process, make it more interactive and adaptive, and increase student engagement. Choice. Educational program creators rarely use this tool, although, according to Alexander Ryabinin, it would be useful. Providing users with options in choosing a course format, whether text or video, as well as the ability to select the difficulty level, can significantly improve learning effectiveness. The expert is confident that this approach promotes better assimilation of the material and user satisfaction. The difficulty level of assignments does not necessarily have to be uniform for the entire course. For example, students can be offered a choice between an easy and a more difficult test. This approach not only positively impacts student motivation by allowing them to independently choose the level of difficulty, but also allows methodologists to analyze the user experience. This provides valuable information about student preferences and abilities, which can subsequently help optimize learning materials and improve the educational process.

  • Rewards.

Alexander Ryabinin expresses the opinion that coins and badges used as motivational tools are limited in effectiveness and do not provide significant benefits. He emphasizes that any rewards are useful for students, but it is important that they have at least minimal practical value. This statement emphasizes the need to create a motivating environment where rewards truly contribute to development and learning.

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You can offer exclusive content that will become available as a result of the training. While this content may not appear unique in your LMS, it can provide specific value to a specific user. This approach allows for a personalized learning experience, making it more effective and engaging. Experts note that personalized content can significantly improve learner engagement.

  • Camaraderie.

This mechanic includes teamwork and games, including various intellectual battles, brainstorming sessions, and similar formats. These activities promote collaboration and critical thinking skills while providing engaging and productive interactions among participants.

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Learning new topics and receiving relevant information is an important aspect in our lives. We strive to expand our knowledge and enrich our experience, so we recommend paying attention to various sources of information. Reading articles, books, and research papers can deepen your understanding and open new horizons. Be sure to stay updated to stay on top of the latest trends and developments. Learning new ideas and concepts contributes to personal and professional growth. Developing Leaders on the Job: Gazprom Neft's Experience In today's business, effectively developing employees' leadership skills is becoming a key factor in a company's success. Gazprom Neft demonstrates a successful approach to training and developing leaders, integrating these processes into its employees' daily activities. The company has implemented programs that develop management and leadership skills without distracting employees from their core responsibilities. This is achieved through practice-oriented training, mentoring programs, and project-based activities where employees can apply new knowledge in real-world situations. This approach not only enhances professionalism but also improves the overall team atmosphere, creating a team of like-minded individuals ready to solve problems together. The implementation of such programs helps Gazprom Neft not only develop internal talent but also enhance its competitiveness in the market.

Systematic training and development of leaders within the company helps strengthen its position and adapt to rapidly changing market conditions. This creates a sustainable foundation for long-term success and business growth.

  • Enjoyment from completing the game and learning.

The ending of the game is just as important as its beginning. This rule also applies to training, so at the end of any course, it is necessary to highlight student achievements. Issuing certificates, using animation, and creating an attractive ending can significantly increase motivation. Players often play games not only for the gameplay, but also in anticipation of an exciting and memorable ending, notes Alexander Ryabinin.

Games are a process that brings pleasure. People who believe that they can force someone to play through administrative measures are mistaken. It is important to consider games from the perspective of pleasure: you need to understand how to create conditions that make people want to play. This approach will make gaming activities more attractive and natural for choice, based on personal interests and desires.

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Just like in the movies: four screenwriting techniques that will be useful Online Course Methodologists

Online course methodologists can use screenwriting techniques from films to create more engaging and effective content. These techniques help make learning more interactive and memorable.

The first technique is creating vivid characters. Including characters with clear characteristics and motivations helps students identify with the material. The second technique is using conflict. Conflict in learning can stimulate interest and engagement, helping students better absorb information. The third technique is plotting. A logical structure and development of events hold attention and make learning more dynamic. The fourth technique is visual aesthetics. Visual elements such as graphics and videos can significantly enrich the learning process and make it more visual.

Using these scenario-based features will help methodologists create effective online courses that are not only informative but also engaging for students.

Is it possible to evaluate the effectiveness of a game—and its enjoyment?

Evaluating the actual level of enjoyment from a game is difficult without conducting surveys among participants, the expert believes. However, the effect of gamification can be measured through the course completion funnel. At each stage, it is necessary to analyze how many people continue learning and show interest, and how many stop and lose motivation. This approach allows for more accurate data on user engagement and the effectiveness of gamification in educational processes.

Access rates do not always indicate that users experienced positive emotions. Moreover, emotions do not necessarily have to be positive, as Alexander Ryabinin notes. He argues that the very act of experiencing emotions is a source of pleasure. For example, a person can experience indignation, and this too is meaningful. Similarly, in video games, when a player is "killed," they can respawn at their "base." This creates an emotional response, which ultimately becomes an important element of the gameplay. Thus, it is through emotions that users interact with content and games.

Read also:

  • Storytelling in Education: A Trendy Thing or a Useful Thing?
  • How to Consider Emotions When Designing Corporate Training
  • How Game Practices Work in Training: An Interview with a Game Educator
  • 6 Ways to Make a Course Engaging