Gamification Stats and Facts For 2018 2018 (INFOGRAPHIC)

Learners Preferences and Effectiveness

Motivation

eLearning gamification gives learners the boost in motivation they need to become active participants in the learning process. It also serves as an incentive for those who may be more competitive in nature.

  1. 89% of those surveyed stated that a point system would boost their engagement.
  2. 82% are in favor of multiple difficulty levels and explorable content.
  3. 62% stated that they would be motivated to learn if leaderboards were involved and they had the opportunity to compete with other colleagues.
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Most and Least Preferred Gamification Strategies

eLearning professionals should have on their mind that not all gamification strategies seem to be equally effective, as in order to be effective it is fundamental to engage the audience in the learning process. This can only happen if learners find these strategies interesting and appealing. There are certain gamification techniques that learners like most and therefore, eLearning professionals can perceive them as more effective.

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Most preferred are:

  1. progressing to different levels (30%)
  2. points/scores (27%)
  3. real time feedback on performance (26%)
  4. progress bars (25%)
  5. activity feeds (24%)

On the other side least prefered gamification techniques include:

  1. virtual currencies (2%)
  2. avatars (3%)
  3. being part of a story/ narrative ( 11%)
  4. virtual gifts (12%)
  5. competition with friends (13%)

Effectiveness on Adults

According to a study from the the University of Colorado on the impact of simulations and games in adult learners, participants in gamified eLearning experiences scored:

  1. 14% higher in skill-based-knowledge assessments
  2. 11% higher in terms of factual-knowldege
  3. 9% increase in retention rate
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Gamification Stats and Facts For 2018 - Infographic