Training

The Gamification of Training

Today’s Advisor reports on the benefits of using gamification in your training.

Gamification can help engage learners in training and help them retain information, complete training, and keep their skills current, says Steve Sims, chief design officer for Badgeville and founder of its Behavior Lab.

“Gamification” is the application of technology through games and other mechanisms to “tap into motivation and get people to do things,” he says. In a training setting, that includes motivating learners to complete mandatory training and pursue additional voluntary training in the process, increasing participation rates and reducing failure rates.

Sims identifies four factors that intrinsically motivate people:

  1. Feeling smart,
  2. Feeling successful,
  3. Feeling socially valued, and
  4. Structure.

These are the factors that help drive the success of gamification in training.


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For example, learners who complete certain levels or earn badges feel smart and successful and enjoy a sense of accomplishment for completing tasks or challenges.

In addition, they feel socially valued when attaining “social status” through their participation in a forum, where they share their expertise and fulfill “a need to be part of something bigger,” he says.

Finally, structure in gamification motivates learners because they see that they are making progress.

For gamification to be successful, Sims says learners must understand what they are being asked to do; the tasks must have meaning to them (i.e., learners must understand the benefits of participation and be rewarded “for things that matter”); they must know the rules; and they must receive feedback on their progress.


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If you decide to use a particular theme with gamification, Sims cautions that it should appeal to the majority of users. For example, he says a My Little Pony® theme is not a good fit for a group of adult male users. Similarly, a football-based theme for onboarding and training might work well for some learners, but it might not appeal to many others.

Why It Matters

  • According to the Entertainment Software Rating Board, 67 percent of American households play computer or video games.
  • Of those, 26 percent are older than 50 years old.
  • But 74 percent are younger than 50 years old.
  • The 21st century workforce, therefore, is becoming one in which the vast majority of workers have grown up playing games.
  • So, incorporating games into your training sessions is becoming an increasingly more effective way to reach more of your workforce with the safety message.

1 thought on “The Gamification of Training”

  1. The problem, of course, is that few of the safety games are truly engaging in the way that the article says is motivating for learning. It would be helpful to have pointers to some proven learning tools of this kind rather than pointing to the desired results.

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