eLearning BENCHMARKING Study 2017 - Partial study: Gamification between trend and everyday practice
Learning motivation is one of the central aspects that influence the success or failure of training measures. It is precisely for this reason that computer games and playful elements also promise added value for in-company training, which is why Game Based Learning and Gamification are among the major trends of recent years. But apart from the hype, the number of concrete, game-based projects seems to be manageable, especially when it comes to real learning games (Serious Games). So how widespread is game-based learning in German-speaking countries and what experience have companies had with the use of Game Based Learning? These and many other questions relating to the use of playful elements in in-company vocational training are addressed in this partial study.
Chapter 1: Inventory Game Based Learning
The first chapter gives an overview of Game Based Learning. Definitions of different variants are offered and their advantages and disadvantages are discussed. In addition, extensive benchmarking figures on the spread of Game Based Learning under various aspects such as company size and industries in German-speaking countries are offered.
Chapter 2: Gamification in practical use
Which playful elements are suitable for use in training and further education at all? Which target groups are there for Gamification? Are the presumed advantages of gamification confirmed in practice? Based on the results of the eLearning BENCHMARKING Study 2017, these and other questions on the practical use of gamification will be answered in the second chapter.
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