Nowadays, the availability of good internet facilities at lower costs has opened the door to extend many new innovative computer-mediated methods in the field of online education. Gamification is one of the latest methodologies adopted in online learning. It is simply using the game elements such as points, badges, leaderboards, etc. to enhance and make the learning process more restful for students.
The Gamification term was first used by Nick Pelling with the idea of bringing different game elements into mechanisms and processes such as in-flight entertainment. These practices of inserting gaming elements, if successfully incorporated in the education system, can make an ordinary learning course appear way more interesting and drive students towards learning. Moreover, gamification is enlightening as an educative tool in the learning process. One of the most important things to keep in mind is that it should be able to transgress through both traditional and online platform-based learning, as for online platforms, many great Learning Management systems can help achieve the desired goal.
Today, it can be seen that online learning seems to be the only viable source of learning, and it is still serving at its best through many Learning Management Systems. But keeping learners engaged in an online learning course is a challenging task. Since most learners tend to lose their interest with time because it’s a lot harder to focus on the screen for a longer duration of time, especially if the learning content is not engaging.
Gamification turned this tide within a short time, and the results were incredibly positive. Hence, here we discuss how gamification worked as an excellent education tool in online education.
In gamification, various gaming tools were added in online courses, such as experience bars, where learners can see how good they are in any particular subject. An experience bar will indicate how good the learner is, how familiar the learner is, about any particular subject, and others can approach him if they face any doubts and problems. Adding an achievement bar encourages learners to progress continuously, thus motivating students to complete their courses. Adding shiny profile badges also encourages people to work hard, since a profile with a shiny badge will look amazing. Hence every student tries his best to earn badges. Adding a good leaderboard motivates us to compete and do better. It’s obvious since everyone wants to do better than his competition and to do this, they must compete with their mates. Also, adding chapters as levels fills students with curiosity as they imagine what will be the next and how we are going to study at the next level. While on the other hand, without levels, those lengthy content lists demotivate students as they see and recall in their mind that, “It is still too long when will I get rid of it?”.
In the end, we conclude that gamification worked like magic in the field of online education, and it is surely going to revolutionize the whole education world. Adaptive learning-enabled Learning Management Systems have come a long way and ready to support gamification as well. However, it will always remain true that all those efforts are worthless without self-motivation and self-discipline.