Forum Discussion
How important of Apply game and gamification in Elearning and Training?
Dear expert,
I am from Vietnam and in my company we're starting to build eLearning content. I advised to my boss to use Game and apply gamification in elearning and LMS but they think it's not necessity.
I want to prove to them that we must have use game and gamification technique because it is very important and it's the must do Trend. But I don't have any evidence here. Can you help me the example, Statistics, research, report etc. that show the important and useful of apply game and gamification in Elearning and LMS.
Thank you so much
4 Replies
- SarahHodgeFormer StaffHi Linh and welcome to E-Learning Heroes! 🙂 There are a lot of different ways to present content. Gamification, or applying gaming elements to e-learning, is a great way to add engagement. Here's a series that's full of helpful information, how-tos, examples, and downloads you might find useful. 
- AndrewDasCommunity MemberHi Linh, The gamification of learning allows learners to see the real-world applications and benefits of the subject matter. Gamification in eLearning can be remarkably effective. Top 7 Benefits of eLearning are as follows Makes eLearning Fun Enhances the Learning Experience Increases Learner Motivation Gamification Provides a Framework for Microlearning Instant Feedback Facilitates Learning Effects Behavioral Change Improves ROI Check in detail here Benefits of gamification & some real examples Also Watch this to know examples, stats & Reports. Hope above answer will help you. 
- LinhNguyenPhuCommunity MemberThank Sarah and Pradnya so much. I have read what you recommended and it has a lot of useful information. But i Still need something to make a best proposal. Do you have any statistic or research for the question: "How many company in the world have apply the game learn and gamification in their organization". "How effective when applying game learn and gamification in eLearning (data by chart)" etc. 
- SarahHodgeFormer StaffHey Linh! Off the top of my head, I can't recall any specific gamification data, but hopefully, someone in the community has some fresh new research they can share. 
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