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10 ways to get gamification wrong


Are you using eLearning gamification?

A common misconception about gamification is that you can simply add some levels to an existing course or add some rewards to make the knowledge stick. However, creating a successful gamification plan requires balance and ideal design elements. Avoiding some of the most common mistakes won’t hurt either. This eBook will help you navigate the ever-changing waters of eLearning gamification to inspire, engage, and motivate your online learners.

E-book release

10 ways to get gamification wrong

This e-book covers the 10 most common mistakes – and how to fix them.

How Gamification Mistakes Can Derail L&D Success

When done well, gamification has the potential to increase interactivity and provide discreet feedback. However, repetitive errors can potentially distract learners and prevent them from achieving desired outcomes. For example, your gamification strategy doesn’t align with business goals or is inappropriate for a serious subject. This is where this guide steps in to take your app to the next level, avoiding gamification of implementation and design mistakes.

About this e-book

Is your gamification strategy rich in text? Do you tap into students’ intrinsic motivation? This ebook can help you avoid gamification mistakes and get your program back on track. Here’s a quick overview of what you’ll find inside:

  • If you’re just focused on fun: Choose a game type that effectively matches your performance goals.
  • Adding Feedback: Effective feedback allows you to capitalize on the moment you need it.
  • If your game structure is wrong: Get students to ask, “What’s next?”
  • Your rewards or prizes aren’t motivating enough: Make sure everyone gets rewarded – one grand prize doesn’t work.
  • Too much text: Multimedia elements can make the game more relatable.
  • Use blended learning: Learners tend to go on autopilot when all learning looks the same.


Download the e-book 10 ways to get gamification wrong to identify areas for improvement and avoid the most common gamification pitfalls.

E-book release: Homebase

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