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Getting Serious About Gamified Learning

July 19, 2018

Since the dawn of the digital age, education providers have sought after technology to aid them in delivering learning content in more engaging ways. This is a key focus for successful RTOs, with industry leaders always on the lookout for innovative ways to deliver their content while maintaining key learning outcomes.

With a focus on being informative in nature, serious games provide learners with a highly-engaging education platform. Leveraging all the common traits that make games—both online and offline—fun to play, serious games are typically designed with learning objectives in mind.

These games typically leverage realism and authenticity to tie them back to their real-life learning objectives, focusing on accurate graphic styles, environments, and interfaces.

Processes and interactions are depicted as accurately as possible, allowing the player to perform the actions required to complete certain objectives, and providing them with realistic feedback and consequences along the way. The ever-increasing adoption of virtual reality in the training industry has brought new life and potential into the concept of serious games, giving learners an additional level of immersion—and consequently, engagement. These realistic learning environments make serious games ideal for students who need to practice strategies that they’ll later perform in a real-world scenario.

Companies have already begun to use serious games in their own internal training to great success. McDonald’s has implemented such techniques in the training of new employees through a simulation game known as the McDonald’s Till Game.

Learners are presented with a virtual but true-to-life till interface in which they can interact as they would in a real-life scenario.

Users are met with various ordering situations which they are required to handle with the virtual till, just like they would with a real one. Upon evaluation, it was discovered that 85% of McDonald’s crew members believed the game had helped them learn the system with further proof coming in the form of a 7.9-second drop in time for each till service.

With the game-based learning market expected to grow to $8.1 billion by the year 2022, learners will find themselves more involved with gamified learning both in- and outside the classroom. Independent learning apps provide a very flexible and fun way to grow your knowledge in a wide range of topics.

Language learning apps such as Duolingo have become especially popular in the gamified learning space, trumping the effectiveness of formal language learning courses. A study by the City University of New York and the University of South Carolina concluded that an average of 34 hours using Duolingo equated to a full university semester of language education.

Gamified learning is an inevitability for all education industries, with many providers already using these frameworks to reach higher levels of learner engagement, employee satisfaction, and worker competency. With millennials predicted to make up 40% of the total working population by 2020, there has never been a better time to gamify your learning.