There are many common myths and misconceptions surrounding gamification that can hinder its successful implementation as a learning strategy.
For starters, there is a difference between placing a game within a learning program & utilizing gamification as a system for learning design.
Games are produced to primarily engage and entertain the audience with no real further targeted outcomes. Whereas brand recall, positive association, game-based learning, pipelined productivity and so on are all objectives and outcomes to differing gamification initiatives.
Gamification, even though it shares similar benefits, is addressing real-world challenges with what we learn from games. It is the system of applying game mechanics, elements & techniques to non-game contexts, with the objective of engaging and motivating learners to achieve concrete learning objectives.
Nevertheless, gamification was created around the concept of motivational psychology.
Brian Burke’s book “Gamify: How gamification motivates people to do extraordinary things” breaks down the three core values of successful gamification initiatives in order to motivate users into the participation of an activity as being; Autonomy, Mastery and Purpose. These motivators avoid extrinsic values such as monetary rewards but rather tap into intrinsic values, such as social and self-esteem building rewards.
These motivators coincide with Psychologist Martin Seligman’s PERMA model. Through dedicating his life to the study of the human mind and how positive and negative psychological health affects a person’s outlook on different topics. After many successful writings and discoveries, Martin formulated the PERMA model which was crucial for lasting well being.
Gamification with its human-focused design, taps into each of the 5 points of the PERMA model, in order to satisfy the unspoken desires of the human mind and put users on a desired path in the process. The principles consist of Positive Emotion, Engagement, Relationships, Meaning and Accomplishments.
When considering gamification as a discpline & approach, do ensure that sound research-based methods are an integral part of the solution.
For us to dig even deeper into this, we are inviting Dr. Karl Kapp to the discussion to talk to us about everything gamification and correct some misconceptions to the masses.
Dr. Karl Kapp has a worldwide reputation as one of the pioneers in the gamification of learning and instruction having literally written the book on the topic. Karl is an expert in the convergence of learning, technology and business. He works all over the world helping organizations deliver impactful, meaningful instruction using a game-thinking approach with Fortune 500 companies as well as startup organizations. He has been a TEDx speaker, author of 8 books and author of several LinkedIn Learning courses
In addition, here are a sample of resources that are related to the discussion by Dr. Karl Kapp:
Learning How to Increase Learner Engagement
https://www.linkedin.com/learning-login/share?account=42462916&forceAccount=false&redirect=https%3A%2F%2Fwww.linkedin.com%2Flearning%2Flearning-how-to-increase-learner-engagement%3Ftrk%3Dshare_ent_url%26shareId%3D0xvrqIcbTLGJOmJIC9UKow%253D%253D
Gamification of Learning
https://www.linkedin.com/learning-login/share?account=42462916&forceAccount=false&redirect=https%3A%2F%2Fwww.linkedin.com%2Flearning%2Fgamification-of-learning%3Ftrk%3Dshare_ent_url%26shareId%3DojCa%252FD%252BTTTGKyVWX8YaRRg%253D%253D
Gamification for Interactive Learning
https://www.linkedin.com/learning-login/share?account=42462916&forceAccount=false&redirect=https%3A%2F%2Fwww.linkedin.com%2Flearning%2Fgamification-for-interactive-learning%3Ftrk%3Dshare_ent_url%26shareId%3DFZrMsflsQLGR0z1fGE0PEg%253D%253D








