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Corporate Digital Learning

Chapters 4 › Unit 4: Gamification for Martina! View instructions Hide instructions

Gamification for Martina!

Do you remember Martina from chapter 2?

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You already defined her learning objectives.
You helped her create a culture of learning.
Now it is time, to think about gamification for her online training and learning. How can you add game elements and motivate her in her learning journey?

Need some inspiration for this journal exercise?

1) Article by John Hagel and John Seely Brown on how the online game World of Warcraft can help promote innovation - even on the job.

2) Knowledge@Wharton writes about how to use gamification in the health care sector in this article published on business insider.

3) Remember the example in our main material from HP? Here is the article by Chanin Ballance to read up upon their case.

4) Thefuntheory.com is a Volkswagen initiative that wants to show how easy it is to support and engage people in simple tasks such as bottle recycling or respecting the speed control.

5) Or watch this video by Khan Academy, explaining some of their gamification elements on their platform:

Video by CenterScene

We are excited to see how we can all help Martina out.

Gamification for Martina

1 comment

To make learning more fun and also more interesting in a professional meaning, gamification is one possibillity. But before thinking about implementing digital games in a common sense it would be appropriate to define what a game is. Games are settings with defined rules and defined circumstances and goals. That means that also training scenarios without a directly funny approach can be called "game".

On the other hand combining suitable professional training with a potion of fun would prevent learning from fealing stressfull. So in my oppinion some kind of economic simulation would be wise to train leading skills.

Comments

about 1 year ago

Good point. So fun "games" could also be implemented offline if needed then. I like your point of view.

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