To leverage the BYOD trend and protect the business, corporates need mobile device management software: The Bring Your Own Device (BYOD) phenomenon, which sees individuals bring their own mobile devices into the
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E-learning: game on!

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E-learning: game on!

Good e-learning and video games have a lot in common. They’re both designed to be fun. Both platforms are immersive, allow players to track their progress easily and reward them when they do well.


“Gamification” is a bit of a buzzword in the digital sphere and in the business world, too, right now. Essentially, it means using the principles behind gaming in non-gaming contexts to make them more fun.


E-learning’s biggest development since its inception in the 90s is that it has become an immersive experience. Where it used to be known for boring “click-through” screens, it’s now a dynamic, immersive, multimedia platform. Gamification can take e-learning to the next level and make it an even more interactive experience.


In a groundbreaking presentation at TED 2010, British technology theorist Tom Chatfield discussed the “Seven Ways Gaming Rewards the Brain”. Among them were the top three elements from the gaming world that apply to the e-learning sphere: experience bars, multiple long- and short-term aims and rewards for effort.


Experience bars in games track a gamer’s progress steadily, with every positive action on their part levelling up steadily. In e-learning students monitor their own progress and when they can actually see it grow in the shape of a bar their accomplishment takes on a more concrete shape – literally.


In terms of long- and short-term aims, Chatfield writes: “You break something down into many parallel tasks. You don’t just to say to someone, do 5,000 sums, or 100, or even 50: you create a whole spectrum of larger and smaller objectives that help people take ownership of their progress, and keep them feeling they are progressing and succeeding – as well as targeting particular sets of skills.”


One of the most useful gaming principles one can transfer to e-learning is that of reward for effort, says Chadwick. Many students have the negative experience of being punished for failure in their school career. As in a game, good e-learning material should rather reward and reinforce. Learners don’t fail. As Chatfield puts it, they simply “haven’t succeeded yet”.


That’s exactly the philosophy behind good e-learning. Everyone succeeds.

Last modified on Friday, 07 December 2012 08:35
Kirsty Chadwick

As an experienced educator, public speaker and leader, Kirsty Chadwick has spent almost two decades involved in the field of education. Founder of The Training Room Online, which designs and develops innovative tailor-made e-learning material for the corporate, industrial and private sectors, Kirsty has trained, developed and inspired people across three continents.


Kirsty is a leader in the field of education. She has coached, mentored, trained and led teams of educators, as well as spoken internationally on the subject of incorporating technology into training in both the corporate world and in industry. Kirsty’s experience in the corporate environment gives her unique insight into the challenges of training within a business context, as well as an understanding of the vital role of employee development within commerce.


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