LMS gamification is a way of creating interactive elements within your online course to increase engagement and tap into the human innate need for gratification.
Have you ever got your 10th coffee for free, accumulated frequent flyer points, earned daily strikes on Duolingo, or posted your first TikTok? If so, congratulations - you’ve been gamified!
Most products, including many learning apps, are built with a perfect scenario in mind - that people who use the product will become hooked, and go through it from start to finish. But humans are not perfect. We procrastinate, lose focus, and sometimes don’t have a clear goal. When gamification is deployed, you, as a product owner, acknowledge that your learners will have all these normal human traits and emotions, and you’d like to help them overcome these hurdles. One way of doing that is to conjure extrinsic motivation, i.e., the hack that has proved itself multiple times in the gaming industry. Now let’s look at the other side of the coin. We all know that we procrastinate sometimes, but we would work harder and more effectively if there were a clear path and reassurance of a reward at the end of the task. Or we might lack motivation at times, but we could gain passion and drive if we were to receive regular appreciation and acknowledgement for our efforts!
Yukai Chou, one of the pioneers of gamification, lists down eight core drives:
Some of these are categorised as Black Hat and White Hat techniques. The former appeal to more positive emotions, such as a sense of achievement, being part of the community, and mentorship, and the latter to more negative ones, like scarcity, sunk cost, progress loss, and FOMO.
It would be wrong to label each of them as a good or bad technique. As an owner of your app/LMS, you would know your audience best and should be able to anticipate what techniques will work better.
We are now going to dig deeper and see what the most popular gamification elements in the eLearning industry are:
Human-centred design is about how you want your users to feel rather than what features you want to use. In the case of gamification, our goal as product owners is to make our learners feel accomplished throughout the whole learning experience.