Gamification enhances eLearning
So I read this article about Gamification: Using Game Mechanics to Enhance eLearning by Rick Raymer three days ago. It references the TED talk 7 ways games reward the brain by Tom Chatfield - as shown above. So, I would recommend to watch the ~17minutes talk and then go on reading my article.
In the following paragraphs I want to extract my key findings of Raymer's article - the ones which impressed me the most.
Like it and want it
As learning is about engaging and engaging being something rewarding, people will need to WANT and LIKE it in order to feel rewarded. If you want something but don't like it, no chance to be satisfied. If you like something but actually are not eager to want it, forget it.
(It's actually the same with women and relationships.)
Get into the flow (channel)
Source: Gamification: Using Game Mechanics to Enhance eLearning - Figure 3: Flow Channel
You either get bored and become anxious when the challenge and skill get out of sync, i.e. they no longer grow proportionally.
The interesting thing is that in games after a so-called boss battle (read: big challenge) was completed successfully, the challenge stays stable while the skill can further enhance.
In the (e)learning context the challenge rises immediately after the challenge was completed with success. In result this means a tougher challenge and a higher risk of failing!
Measure progress
It should be visible or made visible how far you've progressed in the learning unit or in whatever scenario you're in.
Reward effort
Trying doesn't mean that you become successful. You can do trial and error and never come to an end (and would need about 10.000 hours to master), like Bart Simpson does when his sister Lisa does experiments with him he doesn't get. That's why you'll need to reward the way the learner went so far - not the accomplished goal or success only. This could be done by cookies, brownies, any other sweets or by giving high-five.
Reward schedules
Find periods in which the learner gets rewards, e.g. after a certain (and always same amount of) time or a success.
Peer motivation
I mentioned high-five before as one form of reward. The essence of it is that it comes from other people - possibly ones you like, adore, admire and just respect. If they tell you that you did a good job, it's an exterior blast for your interior »motivating force«.
Time spent: Reading and listening = 60 mins, writing and reviewing 35 mins

