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Stimulation through Gamification

As creative thinkers we are always finding new ways to stimulate and engage our audience within our products.

Our design team has a combined total of over 10 years’ experience working with the E-Learning sector, and we have found that using Gamification within digital training significantly improves the learning rate and screen engagement over a longer length of time.

To explain: Gamification is the concept of applying game based mechanics to non-game applications, making them more engaging and interactive. Gamification motivates the user throughout their training, encouraging them to achieve their goals and training objectives. This is done by tapping into the desires to succeed.

It is important to monitor the performance of the user to ensure they achieve the results and objectives required to successfully complete the training. This can be done by creating a personal account for the user, where they can collect awards and achievements on their learning. By giving the user the chance to earn rewards, they show increased signs of performance and engagement throughout the game.

The activities and content around Gamification can vary depending on the application.

RecycleBank is an online learning library with E-learning courses to educate, inspire and rewards users upon sustainable living and recycling. Each user is rewarded with points be completing the training course, which can be exchanged for discounts through E-commerce websites or local stores. Rewarding the user encourages progression and development naturally, while maintaining more focus and engagement throughout. – 2015

Foldit is an online puzzle game, part of an experimental research project developed by the University of Washington’s Centre for Game Science. The objective of the game is to fold the structure of specific proteins using the tools within the game. The game allows people from all over the world to play and complete in solving tasks, which helps gather research and information used towards fighting AIDS. A major breakthrough was found in 2011, when a solution to the M-PMV virus was found by deciphering the crystal structure in 10 days. This game is more interactive than a simple ‘click and tell’ E-learning course, but is still based around the user earning a high score, and competing with other users to achieve the best results. – 2015

Both of these examples show how Gamification can strengthen E-learning and big data. It has been predicted that by 2015, over 70% of the Global 2000 organizations will have one or more Gamification based application and over 71% of companies are expecting big data to create a significant increase on sales and revenue over the next 12 months.

We are continuing to create new game based applications and Digital Training courses that benefit our customers and fulfils there big data needs. Over the coming months we have been given the opportunity to experiment and develop applications using new technology including virtual reality. This technology is rapidly becoming available to many companies, and could open new doors to training and Gamification.

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