Table of contents
Overview
Employee training can attribute to a successful business. This can be connected to eLearning. E-learning has been adapted by a large no of industries and organizations and has been approved as a very effective system not only for learning, but for the purpose of assessment and feedback also. Hnece, it is time now to look forward to the future holds for the world of e-learning. In brief, Gamification is a major one of them. It has been followed in some industries and is said to bring life in online learning.
Gamification Statistics and Market Trends
Before moving with the benefits this has, let us peep into some Gamification statistics and facts.
The Gamification Market
The market growth of gamification is expected to reach the $1,707 billion in 2015 and the $5,500 billion in 2018.
Expected Corporate Demand
By the end of year 2017, gamification will be the primary mechanism that 40% of the Global 1000 organizations will employ to improve their business operations.
These are some of the considerable statistics of adoption of Gamify training in the global market. For instance, we can see the demand side of gamification along with its market size.
Core Benefits for the Learner
But how is this perfect for the learners? Here, we need to see the benefits of this essential component:
- Induces Active Participation: 89% of those surveyed stated that this system would boost their engagement.
- Enhanced Assessments: It enhances the effectiveness of the assessments.
- Increased Retention: Keep learners engaged with their course for a longer time.
- Operational Productivity: Increases the overall productivity of the whole system.
The Solution
Considering all these primary benefits, Stratbeans has come up with a product called GAMIFLEXER, which also provides some additional benefits to the corporate world as well as the trainees.
Versatility and Progressive Complexity
It creates games to enhance assessment, for any job role. Also, at present, Gamiflexer is available in more than 20 templates and with multiple levels. Usually, multiple levels are created according to the scale trainees reach and increase the complexity of the game gradually with each level. Thus the fun part is retained and without making the whole learning process frustrating. Hence, employee training is much more easier.
Primary Advantages of Gamiflexer:
- Highly engaging for the users.
- Improves outcomes.
- Provides Fun learning.
FAQ
Q:How does gamification improve the effectiveness of employee assessments?
A:Traditional assessments can often feel like a chore, leading to test anxiety or lack of focus. By turning assessments into a game via tools like Gamiflexer, employees are motivated to “win,” which pushes them to apply their knowledge more critically and accurately than they might on a standard multiple-choice quiz.
Q:Is gamification suitable for serious technical or compliance-based roles?
A:Yes. Gamiflexer is designed to create games for “any job role.” The 20+ templates allow organizations to adapt the gameplay to match the seriousness or complexity of the subject matter, ensuring that the “fun” element never distracts from the vital information being taught.
Q:What makes multiple levels in a training game so important?
A:Multiple levels allow for a “scaffolded” learning approach. By starting with basic concepts and increasing complexity as the learner progresses, you prevent frustration. This keeps the learner in a state of “flow,” where they are sufficiently challenged but not overwhelmed.
Final Thoughts
The transition from passive e-learning to active, gamified experiences is not just a trend; it is a necessity for modern business operations. As the multi-billion dollar market growth suggests, the global corporate world is moving toward engagement-first strategies. Tools like GAMIFLEXER prove that when you remove the frustration from learning and replace it with interactive, multi-level challenges, you don’t just create smarter employees you create a more productive and motivated organization. The future of training isn’t just about what we learn, but how much fun we have while doing it.