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Netex designed its new survey to help you get through the gamification gateway intact and discover what you need to do to start putting your strategy in place.
It seems today that the learning marketplace is awash with stats telling how gamification can revolutionise organisational learning. The evidence is, almost without exception, positive. Gamification is, it seems, learning catnip.
It’s a lot more difficult though to pin down useful information on how to actually implement a learning gamification strategy and operation. Which is kind of irritating because, if you’re a learning professional, that’s probably the bit that looks most confusing. Picture it: you’ve just spent years accumulating your nice glossy elearning content. You’ve accumulated all your resources and placed them into a nice shiny LMS. And now you’re told the new Valhalla demands gamification at every level. But your learning system fails to mention gamification in any context. So how do you actually find your way through the gamification gateway?
Fortunately, there is no need to throw the baby out with the bathwater. In reality, providing you have well-founded learning processes, the move to gamified learning is surprisingly easy and rewarding. Which is where our new survey comes in. With the help of expert gamification consultants Honeyboot & Lemon, Netex has conducted a survey which looks at the key governing processes and requirements of a gamified learning solution and considers how you can properly leverage these brilliant new gamification opportunities.
The survey itself reveals some surprises, some good news, others not so good.
At the top of the good list is the underlying positive feel that comes through for the subject. That’s both from learning professionals and the perceived attitudes of their learners.
Another interesting aspect is that it reveals the biggest barrier to gamification is not (as many may expect) the unsuitability of legacy learning content. Rather your message is that you are more limited by your legacy management system. The survey also shows that few organisations enable or encourage employees to share their learning achievements with colleagues. This is probably the clearest, stand-out statistic here. Understanding the reasons for this though is more challenging. Is it simply the lack of enabling tools? Or is it cultural – something we prefer to keep to ourselves? Or is it because organisations just don’t perceive the benefits? Whichever it is, this is a challenge will we be looking to answer because the sharing of learning achievements is at the heart of the gamification process.
Finally, this survey has enabled us to estimate that only around 11% of organisations always or often use gamification processes and techniques within their elearning. This is an interesting ‘yard stick’ to note and review in 12 months’ time when we hope to revisit the question and see how the gamification revolution is progressing!
Meanwhile you can see all of the results for the survey by downloading it here.
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