4. December 2024

Gamification in the Classroom and Business

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Gamification uses game elements such as points, leaderboards and narrative structures to promote learning processes in the classroom and in companies. However, a study shows that gamification does not always lead to better results: it can even reduce motivation and satisfaction if used incorrectly. In companies, gamification offers advantages, especially for monotonous tasks, such as increased motivation and personalized learning content. Still, there are challenges such as the attrition effect and the risk that focusing on rewards will affect long-term motivation. Successful gamification requires a tailor-made and well-thought-out implementation.

Gamification, the application of game elements to non-playful contexts, is increasingly used in education and in companies to improve learning processes. The idea of integrating motivating game elements such as point systems, leaderboards and awards into lessons or company learning processes is intended to promote commitment and motivation. But how effective is gamification really?

Content of the Study

A study by Hanus and Fox (2015) examined the impact of gamification in the classroom and provided valuable insights. The authors analysed how game elements can support the learning process. They identified several mechanisms that could be beneficial for learners – whether in schools or companies:  
  1. Error-friendliness: In games, participants have the opportunity to restart tasks and learn from their mistakes. For learners in a professional context, this flexibility can create a fear-free learning environment that allows them to test innovative ideas and continuously improve their skills.

  2. Direct feedback: Traditional learning processes in companies often offer limited feedback. Gamification can make learning progress more transparent through immediate feedback – such as progress bars or rewards – and promote motivation to continue learning.

  3. Adaptation of the level of difficulty: In a professional learning environment, the challenges are often too easy or too difficult. Games dynamically adapt to the skill level of the players, ensuring that the tasks are neither underwhelming nor frustrating.

  4. Narrative embedding: Integrating learning content into a narrative structure, such as the one often used in games, can make the learning material more interesting and emotionally engaging. This is particularly relevant in the corporate context when it comes to dry topics such as compliance or data security.

  5. Leaderboards and awards: These elements visualize one’s own progress and promote competition among colleagues. This can incentivize higher performance, but the use of these mechanisms should be carefully considered to avoid unwanted pressure or competitiveness.

Study Results: Mixed Effects of Gamification

However, the study by Hanus and Fox also provided sobering findings. While positive effects were expected in many scenarios, it became apparent that gamification did not always lead to an increase in motivation and satisfaction. Participants in a gamified course even reported declining intrinsic motivation and satisfaction in the course of the study.

This leads to the conclusion that gamification – especially in the absence of personalization – does not automatically deliver better learning outcomes. The game elements used and the respective situation play a decisive role. An excessive focus on reward systems could make learners feel controlled, which is counterproductive, especially for tasks that are already perceived as interesting. At the same time, gamification can increase engagement for rather boring tasks.

Gamification in the Corporate Context: Opportunities and Risks

The findings from the study can be transferred to the operational context. In companies, gamification is increasingly used to motivate employees to learn new skills or take part in training courses. Examples include learning platforms that visualize progress through point systems and awards, or interactive training modules that use narrative elements to make learning content more emotionally appealing.

Advantages of gamification in companies:

  1. Increase motivation for monotonous tasks: Tasks that are perceived as boring, such as compliance training, can be made more interesting and participation increased through gamification.

  2. Personalization of learning content: Modern e-learning platforms offer the possibility of using gamification in a personalized way. This allows learners to receive the exact challenge that suits their level, which avoids frustration and motivates them at the same time.

  3. Strengthen teamwork: Game elements such as leaderboards or community goals can encourage team collaboration while stimulating competition in a positive way.

Challenges and limitations:

  1. Excessive focus on reward systems: Gamification, which relies mainly on external rewards, can weaken intrinsic motivation in the long run. If learners or employees only work “for the points”, the learning effect could be impaired.

  2. Wear and tear effects: If gamification elements are integrated too much into everyday work, they may lose their appeal. What seems motivating at first can lose its effect over time when it becomes routine.

  3. Different effects on learners: Not all employees react to gamification in the same way. While some benefit from competition and reward systems, others may feel pressured or lose focus on the actual learning goal.

Conclusion: Gamification as a Tool for Tailor-Made Learning Processes

Gamification offers interesting opportunities to improve learning processes both in the classroom and in the corporate context. However, it is crucial to use the game elements in a targeted and situation-dependent manner. A tailor-made approach that is geared to the needs and motivation of the learners is the key to success here. Especially in e-learning, the personalization of gamification elements offers great potential for achieving sustainable learning success.

Quick Facts:

Source: Hanus, M. D. & Fox, J. (2015): Assessing the effects of gamification in the classroom: A longtudinal study on intrinsic motivation, social comparison, satisfaction, effort and academic performance. Computers & Education, 80, 152-161.

Method: Longitudinal study

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