Skip to main content

Latest Thinking

Gamification makes for better corporate training

Gamification in corporate training is a new concept, and gamified processes are just beginning to take hold, but they are the wave of the future thanks to the ways they can improve outcomes for the people involved in the training.

Gamification is a relatively new concept in the world of eLearning, but it is gaining traction because it really works. The basic concept is that game elements, like rules, a scoring system and competition, are put into a non-game context like corporate training, with the result that the users are more engaged and involved in the learning process. 

Gamification in corporate training is a new idea, and although gamified processes are just beginning to take hold, they are the wave of the future thanks to the ways they can improve outcomes for the people involved in the training.

A better experience
Gamification helps to make learning fun. A gamified learning system  will have scoring, and through that, users are naturally going to begin to compete, according to IT Business. By creating competition, these systems encourage greater engagement from learners. In this case, it's all about extrinsic motivation - a person who is trying to win a game or get the highest score will be far more motivated to learn than a person who is just trying to learn for the sake of learning. The competition adds a layer of fun to the process that really helps keep the human brain engaged. 

A better environment
A gamified learning environment is generally trying to simulate the activity that is being learned. Many of the best examples of gamification in corporate training are training simulators for cashiers and other employees who work at a register. The games often involve a simulation of the point of sale system for the company in question, and the user learns the system by using it in real time to respond to the needs of simulated customers. This is incredibly effective as a learning method.

The publication Crowdsourcing said that learners grasp 10 percent of what they read, 20 percent of what they hear, 30 percent of what they hear with a visual accompaniment, 50 percent of what they experience with a live demo and an impressive 90 percent of what they experience for themselves via a simulation. This shows that gamification is clearly the best method for many types of corporate training, especially onboarding people with new systems.

The simulation provides other benefits as well. For instance, it creates a safe space for individuals to begin learning about the system being simulated. In a simulation of a cash register, mistakes don't cost the company money. The simulation allows learners to make errors in a controlled environment where they can be free to experiment as they learn.

Corporate Learning & Performance

Submitted by Anonymous on Wed, 02/10/2016 - 22:08


I LOVE this concept. I used to do this when I was training in the telecom industry. We had fun and enjoyed the class. Great article and Great concept for more learning and more retention of the learning.

Add new comment