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  January 1, 1970

Creating Engaging eLearning Gamification Experiences for Higher Impact

Among the custom digital learning solutions, I find gamification to be one of the most effective in creating the right impact on the learners. Gamification in eLearning helps in better retention of knowledge and concepts. In this blog, I will discuss some approaches to make gamification in eLearning work well.

In one of my previous articles, “Unique Gamification Solutions for Better Learning Outcomes”, I mentioned the following:

Gamification in training is an indispensable part of a variety of solutions that help in upskilling learners and taking them to the next level of learning.

Gamification in eLearning works well when it comes to imparting knowledge on key concepts that are otherwise difficult to teach. This holds true especially when the learners need to use the 3rd or 4th level of Bloom’s taxonomy, namely applying and analyzing concepts.

By its very nature, gamification in eLearning helps learners to immerse themselves in the learning process by using elements such as avatar selection, backstories, scenarios, scoring via points and badges etc.

Approaches to implement Gamification in eLearning for higher impact

Gamification can be implemented in eLearning in several ways. Let’s look at a few approaches.

1. Master scenario followed by mission objectives and levels.

In this method of eLearning gamification, we start with a scenario that sets the context for the game. It could be a scenario that explains the problem that the company might be facing, followed by a call to action through mission objectives and then levels to complete the mission.

2. Avatar selection followed by the mission objectives

In this method, we personalize the learning experience by allowing the learner to choose an avatar of their choice. The avatar then navigates through the game by going through the game objectives and the levels to be completed to ensure successful completion of the game. This works well when you want to make the content immersive and personalized.

3. Gamifying the activities within the course

In this approach, the activities within the course are gamified. The look and feel of the course can also look like a mission or a game. The advantage of this approach is that with less effort, the course can be gamified and implemented.

Benefits of using gamification in eLearning

1. Better engagement and focus

Learners engage better with the content and are more focused. Learners do not ask what is in it for me as they often do with compliance courses or the regular training courses that are provided by the company. The gamification experience engages both sides of their brain. Learning is a complete experience for them. They use logic to solve the problem or challenge posed in the game as well as learn better through engaging visuals and storytelling.

2. Improves analytical and problem-solving skills

With eLearning gamification, learners can better apply their mind on the task in hand. As they go through the game, they use their analytical and problem-solving skills to the full effect.

3. Better returns for the organization on their training investments

When implementing gamification in eLearning, you have a higher chance of getting better returns on the training implementation. Better completion rates, more stickiness of learning, better application of learning to the job and so on.

eLearning Gamification is a better proposition as you can make the learners more participative, involved, and attuned to the concepts presented. By providing level-ups and awards, you keep the learners interested in continuing their learning. You can implement gamification across all custom eLearning by carefully planning and deciding which game elements will benefit you and your learners the most and including them in your custom Learning.

Case study: Risk Management Game

We built a game for a customer who was looking for a more engaging solution for his audience. The concept of risk management was taught through a classroom session to the senior managers, but they wanted to try out something new. We suggested eLearning gamification as a solution.

The gamification solution had all the elements such as a scenario to set the context for the subject of data privacy, risk management in the organization, levels, scoring badges and scenario-based activities.The result of this intervention was that completion rates of the course went up by 95% from the earlier 50% for the standard course. The course was well received and appreciated throughout the


To conclude, gamification in eLearning helps in creating high impact training and learning engagement.

At Tesseract Learning, our learning and visual architects are constantly innovating and reinventing their approaches to design, develop, and deliver better learning experiences.

We are also leveraging our powerful new microlearning platform, KREDO to create efficiencies across the training life cycle and to deliver optimal learning experiences.

To learn more about our learning solutions and how we can help you bring your ideas to life, contact us or write to me directly at .

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