The Anatomy Of Good Gamified eLearning

The Good Gamified eLearning

We’ve long known that playing games can help people to learn a well as being fun, that’s why we play games with our kids, and it’s not a new concept to bring games into instructional design. Disney coined the phrase ‘edutainment’ back in the 1940’s and ‘gamification’ was probably first used by Nick Pelling, creator of games for the BBC Micro and Commodor in the 1980’s. Kevin Werbach of Wharton offers a definition for the term ‘gamification’:

“The use of game elements and game design techniques in non-game contexts”.

We’ve seen an explosion in ‘gamification’ in the way firms seek to engage customers (think Nike) and the iOS and Android platforms have opened up a world of apps which naturally employ gaming elements into their feature lists. But in our sphere, that of learning and development, the notion of games design elements in what we do has been around for a fair while now. It’s a long time ago, relatively speaking in digital terms, that Marc Prensky penned his first book, Digital Game-based Learning.

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