A key to making E-learning
as fun as it should be
Organisations spent almost 400 billion U.S. dollars globally on E-learning in 2022. While E-learning has benefits, it also comes with drawbacks. According to several studies, some disadvantages of E-learning are the lack of ability to motivate, engage, and get the learner’s attention – also maintaining it and giving the learner a reason to return. Is there a solution? Yes, it’s called gamification.
E-learning comprises roughly 40 % of a medium organisations learning portfolio. By applying gamification techniques, you can increase online learning effectiveness considerably with the same or less investment. Nexer has long experience helping companies and organisations gamify online learning to make it more fun and effective.
What is gamification?
Gamification was launched in 2002 by the British programmer Nick Pelling. However, the concept of gamifying only became widely known around 2010. What is the meaning of the word gamification? Karl Kapp, professor of pedagogy at Bloomsbury University, Pennsylvania, US, defines gamification as “using game-based mechanics, aesthetics, and game thinking to engage people, motivate action, promote learning, and solve problems.”
Increase effectiveness with gamified online learning
Many studies have been done on the motivational and pedagogical effectiveness of gamification. Most show learners reach their learning goals more effectively via a fun, engaging, gamified learning journey rather than a traditional e-learning approach. The completion rates and content recall are higher. In a study published by Finances Online, company gamification training features increased employee engagement by up to 50%. According to Forbes, 60% of employees who undertook gamified training increased their productivity.
A marketing through gamification strategy
Besides training, you can also use engaging and fun gamified solutions to promote and market products and services. One of the most significant benefits of gamified and game-based marketing is its ability to make the user engage with a brand much longer than a commercial with a short life length. For example, Volvo Group released the mobile racing game Transporters in 2012 on AppStore and Google Play. In 72 hours, it was AppStore’s most frequently downloaded free app. Players spent, on average, 17 minutes playing the game, and two years after release, it had been downloaded more than 4 million times – a hitherto unbroken world record for a free-to-download marketing game.
why let nexer
be your gamification company?
At Nexer, we have more than 20 years of experience helping global companies and organisations in many different industries train employees and promote and market products and services with the help of gamification. We know all the gamification pitfalls, which ensure you get an optimal return on your investment by delivering complete, innovative online learning and marketing gamification solutions and strategies. We also do implementations, application management, and specialist consulting.
want to know more?
Send us your email and we’ll get back to you.