acf domain was triggered too early. This is usually an indicator for some code in the plugin or theme running too early. Translations should be loaded at the init action or later. Please see Debugging in WordPress for more information. (This message was added in version 6.7.0.) in /home/evelyntest/public_html/wp-includes/functions.php on line 6131webp-converter-for-media domain was triggered too early. This is usually an indicator for some code in the plugin or theme running too early. Translations should be loaded at the init action or later. Please see Debugging in WordPress for more information. (This message was added in version 6.7.0.) in /home/evelyntest/public_html/wp-includes/functions.php on line 6131updraftplus domain was triggered too early. This is usually an indicator for some code in the plugin or theme running too early. Translations should be loaded at the init action or later. Please see Debugging in WordPress for more information. (This message was added in version 6.7.0.) in /home/evelyntest/public_html/wp-includes/functions.php on line 6131rocket domain was triggered too early. This is usually an indicator for some code in the plugin or theme running too early. Translations should be loaded at the init action or later. Please see Debugging in WordPress for more information. (This message was added in version 6.7.0.) in /home/evelyntest/public_html/wp-includes/functions.php on line 6131wordpress-seo domain was triggered too early. This is usually an indicator for some code in the plugin or theme running too early. Translations should be loaded at the init action or later. Please see Debugging in WordPress for more information. (This message was added in version 6.7.0.) in /home/evelyntest/public_html/wp-includes/functions.php on line 6131The post Interactive Courses: Tips to Create E-Learning Courses appeared first on Test.Evelyn.
]]>Instructional design is evolving with the availability of a variety of methods and tools to develop instructions. As a result, we have an abundance of teaching-learning methods to choose from. Also termed teaching methodologies, these methods can be used to develop interactive courses. This article discusses the significance of interactive eLearning courses and provides some important tips to create an interactive eLearning course.

The use of the right template with numerous touch-points is important. It effectively allows learners to interact with the content without the need for specific programming. The concept of such templates comes from real-life activities, such as exploration, story-telling, problem-solving, reflection, and so on. Different activities spanning across different categories can be designed. These include games, presentations, simulations, assessments, and more. The biggest advantage of using such templates is that it makes it easier to design eLearning courses and bring learning to life.
Creating interactive courses does not always require a hefty spend. Instructional designers can easily create interactive courses with the help of various authoring tools available on the Internet. The best authoring tools offer a flexible construct of engaging and dynamic learning. It must offer certain key elements like branding and design customization, powerful learner data analytics, and dynamic video capabilities. Also, the tools must be able to make a compatible course to meet the needs of different learners. SCORM compatibility is also a necessary addition to the LMS.
Before working to develop interactive courses, educators must explore various eLearning courses. This helps identify different ways to use interactivity in the course. Additionally, instructional designers can get an idea about the interactive elements that can work for them. Another benefit of such exploration is that it can help drive engagement to a course. This is thanks to the visual elements that attract more visitors and enhance retention. Moreover, these visual elements help connect to other pages through hyperlinks, enhancing overall learners’ engagement with the course content.
Interactivity is all about bringing learning to life with the help of virtual reality. Although eLearning has comparatively fewer chances of interactivity, it can serve this purpose through a connection with the real world. Using images of real people and incorporating personalized elements is one of the methods to do so. Creating a connection is important as it triggers an emotional response in the learner and makes learning relevant. Consequently, their engagement and retention of the content increase.
Building interactive courses requires the use of active learning techniques. These techniques transform passive training into an active learning program. Instructional designers can put to use the various methods, including gamification and project-based learning for interactive exercises, to enhance interactivity. Another way of doing so is by introducing a character or avatar to bring a human touch to the course. Role-play is also an active learning technique for eLearning courses.

Designing an eLearning course can be challenging at times. This is why instructional designers must be aware of the different ways that can be used to engage learners. The most crucial aspect of an eLearning course is its content. Course content must be relevant and valid in every eLearning course/training. It ensures that learners are on the right track in learning, but it is not the only aspect to be assessed. The level of interactivity of an eLearning course also determines its effectiveness. The more interactive the course is, the more engagement it drives from learners.
Moreover, with traditional learning methods becoming ubiquitous, eLearning courses are surfacing with new trends. The physical presence of an educator is no more a requirement for learning. However, this calls for an equal compensation of in-class interaction with the help of technology. This is why interactive courses become important. Interactive courses allow more engagement and better learning opportunities at the same time, thus favoring the educators and learners equally.
Read our article on e-learning to grasp a better understanding of the dynamics of e-learning.
Research Articles: E-Learning Industry and Lambda Solutions
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]]>The post Creating Video-Based Educational Courses appeared first on Test.Evelyn.
]]>Identification of the learning goals is the first step for creating a video-based course or lesson. Educators must first determine what the learners wish to achieve through a lesson/course. This helps identify the appropriate teaching methodology that aligns with the teaching and learning goals.
Educators can also consult a subject-matter expert or a graphic designer for professional advice on creating a video-based course.
To use the video-based education method, educators must be familiar with different authoring tools and their use. These authoring tools assist in creating digital content for various purposes. They also allow educators to develop various forms of digital content with ease. This digital content covers everything from a simple MS Word document to video lessons on complex STEM concepts. Thus, choosing the correct authoring tool that enables video editing along with screen recording becomes essential.
Several authoring tools on the Internet offer these features for free or with a minimum fee to access certain features. For instance, Camtasia Recorder allows educators to create different types of videos with pre-built templates. It also provides video recording and editing. Khan Academy uses Camtasia Recorder to create and edit educational videos.
Other options include SmoothDraw3, Articulate 360, Adobe Captivate, Lectora, and so on.
An average learner’s attention span is about 8 seconds, which is a short period. Expecting young learners to sit for a 90-minute video lesson is out of the question. Also, learners find it difficult to follow a large set of instructions in one go. A well-organized class with crisp and meaningful chunks of information works better to engage learners.
Moreover, learners prefer several small videos instead of a single long video. Some platforms that offer video-based learning include Khan Academy, Lynda, Udemy, Coursera, TED-Ed, and more.
Presentation is the key to engaging learners. It provides better learning outcomes as learners immerse themselves in the learning process. Educators often use digital means to supplement in-class learning. However, presentations are not sufficient for video-based education because the supplementary material contains more textual information, which the teacher explains. However, in video-based education, educators do not involve themselves directly in the class. The entire process of learning takes place through on-screen videos. Thus, it becomes difficult to capture learner attention with text-only slides. Therefore, educators must include more visuals and other interactive elements like quizzes and puzzles instead of text.
For instance, a science lesson on Resonance Structures of Benzene containing visuals that include chemical compound structure is easier to understand than just plain text. Text-only information on such complex topics can confuse the learners. Also, learners are likely to be uninterested in learning such complicated concepts through text. As a result, video-based courses also affect learning outcomes.
As mentioned earlier, a typical learners’ attention span is small. This signifies that they cannot sit and watch educational videos for long. Consequently, it is crucial to stick to the time limit while creating video-based lessons. Educators can use different strategies like micro-learning and gamification to improve learner engagement. Additionally, eLearning localization is an excellent strategy to cater to the learning needs of diverse learners.
Moreover, several small videos with digestible chunks of information are better than longer ones. Khan Academy presents the most significant example of this form of learning. They offer lessons in the form of short videos with relevant information about the topic.
Recording a lesson is an essential part of creating a video-based course. Various tools available on the Internet allow educators to perform different functions of video-based education. These functions range from recording and screencasting to video editing.
Additionally, including interactions in the form of references, assessments, and feedback is essential. Such forms of interaction help create a link between learners and the concepts they are learning. It eventually renders better learning outcomes.
The final step is to follow up with learners about what they have learned. This step includes tracking the results based on their performance in the assessment tests. Also, follow-up helps educators decide whether the teaching methodology applied is fruitful or not. Moreover, it provides a clear picture of the learner’s performance throughout the course.

The steps and guidelines mentioned for creating video-based education courses can help educators establish useful video-based lessons/courses. Above all, a crucial step to follow is to be genuine while delivering the lesson. The impact of the educator’s personality leaves a significant mark on learners and their learning.
Moreover, educators must know the essentials of delivering an e-lesson before they work with video-based education. This can help provide the initial experience required to teach a lesson/course effectively.
Reference Websites: Edutopia and ELearning Industry
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]]>In the contemporary world, continuous learning is the only key to success. College students are often swamped with a lot of learning and responsibilities. Consequently, managing time to travel and to physically attend a class becomes tiresome, so e-learning through different resources serves as the best alternative. Also, these resources allow learning to continue at all costs, with minimum requirements of time, space, and money.
The top free e-learning resources for college students have been listed below.
TED-Ed is a youth and education initiative of TED. It is an international platform that aids teaching and learning. With a growing animated video library, TED-Ed allows educators to create interactive lessons to teach students around the globe. The TED-Ed animated videos, or TED-Ed Lessons, are short videos about the ideas that spark the curiosity of learners. These videos are a result of the collaboration between experts, including TED speakers, TED fellows, educators, writers, and many others.
Moreover, the advisors of TED-Ed include prominent personalities from different fields relating to education. Aaron Sams, Jackie Bezos, Melinda French Gates, and Salman Khan (from Khan Academy) are a few to name.
ResearchGate is a global professional network for researchers and scientists. The platform aims to connect the world of science and ease research. Presently, ResesarchGate has millions of members collaborating on specific topics in science and research.
An additional feature of this platform is that it allows the members to publish their data and see who’s reading or citing it. Moreover, this data is accessible from any corner of the world, making it a handy tool for college students to learn.
Coursera is an online education platform providing free academic references and modules for learning. It provides knowledge about various subjects with on-demand video lectures, discussion forums, and homework exercises. The courses are available for free, with some requiring payment. Moreover, learners receive a sharable certificate at the end of the course.
An additional advantage of learning with Coursera is that it partners with more than 200 top universities in the world. Also, industry educators partner with Coursera to offer specializations. Certificates, courses, and various degree programs. Overall, the platform provides universal access to the best education with top universities and organizations.
Khan Academy provides numerous educational videos and test exercises that help learners study at their own pace. It eliminates the need to attend a physical classroom for learning with an open learning platform. Also, it is one of the biggest learning platforms with courses that cater to the learning needs of all age groups. All these courses are free and accessible anytime, anywhere. Moreover, the courses are available in more than 36 languages, promoting learning without the barriers of language.
Duolingo is a mobile application for language learning. The application is available for free with more than 90 different language courses. It gives a personalized learning experience with gamified lessons. Also, the lessons review learner’s vocabulary effectively and show grades instantly.
Moreover, Duolingo uses gamification as the basis of learning in all the courses. As a result, the gaming and reward system better learning and engagement, eventually producing better learning outcomes.
Udemy is a skill development platform for learners who wish to earn a technical certificate or acquire skills for a job. The Udemy mobile application provides access to a variety of videos, podcasts, presentations, and lectures for free. Moreover, it allows learners to connect with the best instructors from around the world and work towards realizing their dreams.
Udemy offers courses on a wide variety of subjects. These include finance, accounting, business, economics, real estate, and much more. Moreover, these courses are available in more than 65 languages and are delivered by highly skilled instructors.
The Internet is an ocean of opportunities and a lifelong learning resource, particularly for college students. The various free e-learning resources available on the Internet make it possible to learn anything and everything from the comfort of one’s home. College students often engage in numerous activities apart from their studies. As a consequence of this, they find it difficult to learn something new and often fail to turn their dreams into reality. This can happen due to the limitations of time, space, money, and other such factors. But the various free learning resources act as a lifeline for such students and help them fulfill their learning requirements to succeed in life.
Research Website: Collegecliffs
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]]>Our brains combine several methods to process information for faster and easier knowledge acquisition. The many ways in which the brain registers information include visual, aural, verbal, physical, logical, social, and solitary learning.
Traditional learning typically uses the linguistic and logical teaching styles, and the range of techniques is limited. However, e-learning offers a wider range of techniques depending on the eLearning styles the learners follow. Educators must know different eLearning styles before beginning to design or teach a lesson/course. The various eLearning styles are as follows:
Visual learning entirely constitutes the use of images, visuals, and spatial perception. These traits are native to modern classrooms. Also, the use of images, diagrams, and visual representations promotes learning and better retention. The use of such multimedia in the form of animated videos, images, and illustrations in an e-lesson is an example of visual/spatial learning.
Moreover, visual learners comprise more than 50% of the class. Thus, educators must pay special attention to include visual cues in instruction. This will help maximize learning outcomes.
Verbal/Linguistic Learning involves the use of words in speech and writing. Linguistic learners express themselves through words and have an extensive vocabulary. This means communication and interpersonal connections are important for such learners. Therefore, interactive learning or group learning is the best method of learning.
Moreover, language learning is the priority of linguistic learners. Consequently, reading, vocabulary games, poems, rhymes, tongue twisters, and other such activities are useful for assisting learning.
Aural/Auditory learning involves the use of sounds, rhythms, music, rhymes, recordings, and other forms of audio. Auditory learners make use of sounds to learn and remember things. The tone, pitch, and volume of the voice are the means of expression for such learners. Although they are good listeners, aural learners often initiate discussions as they love to talk.
Furthermore, sound is also a distraction for such learners. Thus, the lessons and activities must contain content that completely engages learners. Some of the best practices for teaching such types of learners include discussion and initiating conversations. Also, using beats, songs, and rhymes helps in the reinforcement of information.
Kinesthetic learners are physical learners that usually learn by doing. This means that they use physical objects like diagrams or even their own body to learn. Such learners possess excellent motor memory and usually perform well in art and drama. Also, they are quick to react with their high energy levels and great eye-hand coordination.
Furthermore, the physical eLearning style is an amalgamation of different eLearning styles. Learners gather information in various ways as they touch, feel, and manipulate objects around them. In this way, the learners involve directly in the process of learning.
Social/Interpersonal learning is a style that involves learning through social interactions. This eLearning style entirely depends on communication. Learners communicate with the people around them verbally and non-verbally. Also, social learners tend to be good mentors and counselors.
The educators using the social eLearning style to teach must use activities that involve all learners. Also, frequent breaks and feedback allow informal discussions to reinforce learning. So, activities like drama, speech, debates, and so on are excellent ways to impart education to such students.
Solitary or Intrapersonal learning includes the self-study method. Solitary learners are usually introverts that enjoy quiet and peaceful moments with their thoughts. They are good at focusing and are aware of their feelings and thoughts.
Moreover, learners who prefer solitary eLearning styles assess their goals and accomplishments and experience high levels of motivation. Therefore, the eLearning lesson/course should include topics of personal interest and connect to familiar subjects. Assigning tasks individually can also yield better learning outcomes.
Logical/Mathematical eLearning styles use logic and reason as the basis for learning. Logical learners possess phenomenal logical and reasoning skills. They are known for their inclination towards math, science, and reasoning. Moreover, learners with this style of learning possess great analytical and problem-solving abilities.
While teaching such students, educators must present different perspectives on a topic and include strategic games that emphasize organizational skills.

To sum up, there are several eLearning styles that different learners follow. A teacher must possess good knowledge of these styles to design and deliver effective eLearning lessons/courses. Teachers should also focus on creating effective assessments that employ gamification. Such strategies help achieve the maximum learning outcomes with effective teacher instructions.
Research website: Time 4 Learning
Images: Shutterstock and Freepik
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]]>There are a variety of formal and informal methods available to assess student progress. These methods include observation, discussions, group interactions, projects, questionnaires, assignments, and so on. Moreover, Project-Based Learning is one of the most effective instructional techniques and an accurate method of assessment.
Although teachers are free to make use of any technique they find suitable for the assessment of their learners, there are certain things of note while designing these assessments.
A single method is not enough to provide a complete picture of the knowledge and skills acquired by the students. Thus, a teacher must use multiple methods to assess the students for their capabilities in different fields.
Various activities such as projects, questionnaires, surveys, and others help in the assessment of different skills. These activities are conducted in the form of either formative or summative assessment.
(Refer to our blog on Formative vs Summative Assessments for more information.)
Learning aims to inculcate a certain type of skill. Any form of learning has some necessary objectives for acquiring the required skills and knowledge. Moreover, these objectives determine the efforts of the learners and their contribution to the learning process as they participate in various activities. Therefore, specifying the objectives at the beginning of an assessment test helps students identify the skills they must demonstrate. Also, it motivates them to perform better as they are aware of what they are doing.

An assessment is nothing without a goal. Effective assessment activities are completely goal-oriented. Thus, teacher as well as students should be aware of the goals and objectives of learning and should stick to them.
Additionally, teachers must ensure that the activities that do not fulfill the goal requirements are avoided to avoid the sheer waste of time.
Biases create hindrances in the process of development. They develop a sense of insecurity among the learners that often affects their performance. Therefore, teachers should work on creating a free and healthy environment where the students can display their abilities without the fear of judgment.
As a result, the students develop a sense of self-awareness and become progressive as they express themselves better. Moreover, unbiased assessments contribute to the development of their overall personality.
Additionally, the assessments that are not related to the skills/knowledge of the target group of students must be avoided.
Learner engagement is a fundamental requirement for learning. The assessment of learning produces more accurate results when the learners actively participate in the classroom. Also, participation inculcates self-confidence in students as they learn to take initiative.
Moreover, the students learn many social skills as they collaborate with peers in group activities. Therefore, assessment activities involving more learner interaction and participation must be prioritized.
Keeping a record of the assessment results is important. It helps to assess the levels of improvement in the learners and also gives a clear picture of their potential.
Also, it helps the teachers identify areas where the learner requires assistance and practice. Accordingly, teachers can then design lessons and choose a teaching methodology that serves the purpose.
Moreover, students get to know where they stand, and a sense of healthy competition develops among them. This motivates the students to compete for better results.
Feedback is what helps students to move further in learning. It gives them insights into their current performance and the areas they need to improve upon. Also, it helps teachers identify potential threats to learning and encourage the students to overcome their fears.
Moreover, feedback initiates an interaction between students and teachers. This creates a healthy classroom environment that leads to the development of communication skills. Also, the overall development of the students’ personality takes place within the classroom.
Choosing the right instructional strategy determines the effectiveness of the assessment and the overall course. Thus, the teacher must give clear instructions and should not refrain from modifying the instructional strategy.
Incorporating Gamification in assessments is a strategy that works to engage students while they have fun developing their skills. Apart from this, Blended Learning and Flipped Classroom are two other effective instructional strategies to use.
Furthermore, experimenting with instructional strategies helps to cater to the individual learning needs of the students and renders better performance results in assessments.
Creating effective assessments can be challenging sometimes. The above-mentioned tips for creating effective assessments can help the teachers to fulfill the requirements of learning and assessment to give the students an enriching learning experience.
Research Articles: Getting Smart and Brave in the Attempt
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]]>The post Gamification in Workplace- Scope and Development appeared first on Test.Evelyn.
]]>The need to engage the employees in their work is beneficial not only for enhancing work productivity but also for the employees’ career development. The more the employee enjoys doing their work, the more efficient will be their work and the more thorough will be their mastery over their skill. The following article analyzes how gamification is employed in the workplace to achieve the desired levels of productivity.
Gamification in the workplace refers to adding an element of fun into the workplace to pique the employees’ interest in the task they perform. It is rightly said that all work and no play make Jack a dull boy. Therefore, the use of gamification in the workplace also facilitates creating a balance between work and play. The greatest drive for completing a game is always the rewards received afterward. One way of gamifying work-related tasks is providing rewards to the highest achievers.
Training is a requisite for flourishing in the corporate world. Tirelessly working in an office creates a monotonous environment that can affect the productivity levels of the employees. Gamification in a workplace educates, engages, and motivates employees for the end goal of optimizing the workflow and attracting talented professionals. The use of gamification can be categorized into three broad categories, which are:
An organization can use gamification to recruit and train existing or new staff, inform them about new products, improve understanding of the company policies, introduce new software or technology, increase compliance, and upskill the employees.
Teamwork is the backbone of any organization. Gamification helps foster healthy relations among team members by bridging the communication gap, building mutual trust and understanding, improving relations, and encouraging collaboration.
Gamification improves results and helps achieve the desired objectives of an organization by creating a sense of competition among the employees. Leaderboards, rewards, and incentives work as stimuli to motivate and engage employees to produce better results.
Gamification in HR is employed in a business process/environment to recruit, train, engage, and motivate the employees as well as to develop their skills. The gamification process kindles competitive instincts. As a result, employees engage and absorb knowledge through a game and experience a greater sense of achievement and encouragement to grow. The HR department of a company may use gamification to attract job seekers and to assess their future performance at the time of recruitment.
Some of the important applications of gamification in HR are listed below:
Change boring training content into a game to engage the employees and to get better responses.
Reward points for completing a certain task on time. This works as a form of extrinsic motivation for the employees.
Along with work, take employee wellness into account. The HR can create a challenging system to record physical activity levels through wearable tech and maintain leaderboards to give rewards.
Create a collaborative approach while introducing healthy competition in a team.
Assign a value to the employees in the form of rewards as they abide by company values.

The scope of gamification in the workplace is extensive. It engages employees in all departments. What’s more, it provides an impetus for better performance in the workplace. The common spheres where gamification is employed in the workspace include:

Gamification in the workplace offers countless benefits to the organization as well as the employees. Some of the important benefits of gamification in the workplace are mentioned below:
A gamified activity encourages more employee participation as it is an interesting team activity that involves a reward.
Gamification allows employees to apply their creative talent in their work to perform better and to get rewards. This induces creative problem-solving abilities in them.
Information acquired through experiences is much easier to retain. Employees engage in various activities and learn by experiencing and performing in a game-like situation, initiating longer information retention.
Happiness at work makes work more enjoyable and reduces the burden on the employees. This increases job satisfaction as the employees engage in competition and get recognition for their efforts.
Gamification of a workplace plays a crucial role in creating a positive work environment by making work seem more like a game one can enjoy. It is an accommodating approach that works well for the various divisions of an organization. Moreover, it helps achieve unprecedented levels of employee productivity and growth for attaining the desired company goals.
However, gamification requires certain conditions to be met before an effective training solution can be implemented. Transforming gamified training into a learning tool requires certain elements. This transformation helps in achieving the desired outcomes rather than just creating a game.
For more information on Gamification in the Workplace, read Part-II of this series.
Research references: Digitalhrtech and Medium
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]]>In Part-I of our article on the application of Gamification in eLearning, we discussed how gamification is applied in the field of eLearning as per the demands of the field. In this article, we will take a look at the challenges associated with gamifying eLearning and how these issues can be eliminated with a structured approach.
eLearning is an emerging concept that is entirely different from the traditional classroom learning experience. It poses several challenges for teachers as well as learners who become a part of this process. Gamification helps overcome these challenges in a smooth and effective manner. Some of the important challenges can be found below:
Continuously cramming theory or textbook information is tiresome and can make imparting knowledge seem monotonous. Gamification helps in eliminating this boring experience by providing means to engage learners in an active gaming environment. This environment is full of excitement and interesting experiential learning.
Motivation is a crucial factor to push learners to achieve the desired levels of learning. Motivating students to complete a course becomes the biggest obstacle in the eLearning context. Unlike a traditional classroom, neither the teacher nor the students are physically present in a virtual classroom. Therefore, the job of the teacher as a motivator is restricted. In this case, gamification works in favor of the instructor and provides the required amount of motivation, which the gaming situations induce.
Learners proceed further when they are pushed to compete in a healthy environment. However, unfair competition kills the learning impulse and may result in some students dropping out of the course. Gamified lessons ensure that the learners’ efforts are recognized in the form of awards, badges, leaderboard rankings, and so on, which provides a level playing field for the learners to compete and learn in.
A learner might fear failure and lose motivation to proceed with a lesson in a traditional classroom learning scenario. Gamification in eLearning provides a stimulus for learning by positioning failure in a positive manner. This impels the learner to move further and to produce better results rather than completely opting out of the course.
Although gamification is arguably a better alternative to traditional classroom teaching, its effective conduct requires a well-structured approach. A gamified lesson requires several professionals to develop such lessons and to deliver them to learners in a virtual classroom. Some of the focal points that impact the learning outcomes are:
Awarding the learners that take part in gamification activities motivates them to proceed in the course. Conversely, not giving learners due recognition has an adverse effect on their learning and motivation levels. For this reason, there is a requisite need to recognize learners’ efforts.
A game becomes boring over time if it does not involve evolving challenges that excite learners at various levels. As a result, gamified lessons require a long-term learning outlook.
Not all learners thrive in a highly competitive environment. This emphasizes the need for creating accommodating lessons, where all learners get equal opportunity to compete and master lessons.

Gamification in eLearning requires certain strategies so that lessons for achieving the specified objectives of learning can be developed. These strategies improve over time with practice and experience. The effective professional strategies for gamification in eLearning include:
The content is the heart and soul of a lesson. If the content lacks a crucial element and is not presentable, the application of gamification will not be fruitful. Gamification enhances the learner experience only when the content is exciting and new. Therefore, an impartial review of the content is important.
Some learners are good at game-related activities and might complete their tasks earlier than others. Thus, gamification requires a long-term strategy to engage varied learners in interactive activities to obtain the desired results of learning.
Similar to any other technology, gamification requires time before implementation. The need for gamifying an activity/field requires recognition at the right time. The application of gamification takes place only after a thorough analysis of the field it is being applied to.
It is necessary to determine the expected outcomes of a gamified eLearning course. The designers accordingly plan the development strategies for an eLearning course.
Gamification in eLearning creatively engages the students and the teachers in the teaching-learning process. While the teachers toil to provide a creative and exciting side to mundane lessons, students feel encouraged to learn by themselves by performing engaging activities. Following are some of the benefits of gamification in eLearning:
By actively engaging in achieving the goal of the games being played, the students are not just fulfilling the game’s objective; they are also subconsciously absorbing the lesson working as the foundation of the game. As they proceed with the levels of the game, they receive continuous feedback, which makes them think of strategies to build on the areas of improvement. As the teacher is not directly involved in the learning process, the students actively take responsibility for their performance, thereby engaging in self-directed learning.
With each level of the game, the students receive regular feedback for their performance. A good eLearning game allows students to compete with themselves and create high-score milestones. It encourages students to beat their own records and enhance their understanding of the concept. Every time a student re-attempts a level to increase the score, they reflect on the mistakes made in the earlier attempts. With this characteristic of gamification, the students engage in uninterrupted learning, which is progressive and not repetitive.
Learning can yield no good results if taken in isolation from the element of fun. Students have shown more interest in lessons involving exciting activities than in conventional one-way lessons. Binding fun with learning piques the students’ curiosity and attracts their interest. When they enjoy every aspect of it, they are more involved in the learning process compared to when they do not.
Just like other forms of learning, gamified learning depends on certain strategies and carries its own shortcomings and challenges. In-depth knowledge and mindful application of gamification in eLearning can facilitate conducting lessons effectively and render the desired results to its users.
Blog referenced for research: Medium.com
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]]>
Gamification in eLearning refers to applying gaming mechanics to teaching methodologies to create an engaging learning experience. The term gamification was advanced by Nick Pelling in 2002. Though gamification can be employed in traditional classroom teaching through various activities, it has a wider application in eLearning as well.
Learners engage in competitions where the rewards can be points, levels, badges, gift cards, vouchers, and so on. Some of these are a part of typical video game mechanics. The learners engage in learning activities, and they become a part of the game dynamics where every participant is connected.
Moreover, this connection fosters positive motivation, and the participants advance by collaborating. Gamification stokes the innate interest and curiosity of learners as they participate in learning activities, and it encourages them to be consistent in their learning and knowledge application.
Education has come a long way from traditional classrooms. As a result, with the ubiquity and evolution of technology, online learning platforms are becoming increasingly popular.
A major deterrent to eLearning is that it does not allow learners to directly interact with the trainer/teacher during lesson delivery.
Typically, a teacher aims to inculcate knowledge, motivates learners, and tries to ensure that the gained knowledge is retained. This may prove to be particularly difficult when lessons are provided over the internet. As a result, the very fundamental requirement of learner participation in the teaching-learning process may go unfulfilled.
This is where gamification steps in.
Gamification in eLearning fills this gap by creating a competitive environment promoted by incentives that motivate the learners to succeed. But then how is a game different from gamified learning?
The answer lies in the fact that gamified lessons employ game mechanics that induce game-like reactions toward learning. Similar to a video game, factors such as time constraints/countdowns and/or rewards are added to learning. These features provide learners a game-like experience, which employs game mechanics for engaging knowledge delivery.
The gamification of a lesson accounts for a better understanding and retention of knowledge. The reason is that it is a learner-centered outlook and an emerging new aspect of teaching and learning.

Teaching in a virtual classroom is markedly more demanding than teaching in a traditional classroom. Delivering a credible lesson in a virtual classroom requires comparatively more effort and preparation on the part of teachers.
Gamification in eLearning eases this additional pressure on teachers.
Gamification allows and serves to fulfill the fundamental requirements of classroom learning. The pointers that lead to a demand for gamification in eLearning are:
A gamified lesson develops the interest of learners, thus ensuring effective lesson delivery in a virtual classroom.
A lesson designed through gamification techniques grabs the attention of learners faster than traditional lessons. This ensures that learners are hooked to what is being taught in the class and participate actively.
An interesting lesson induces certain emotions in the learners that stimulate reactions. These reactions lead to better retention of concepts.
In the gamified virtual learning approach, students learn through experience. This creates a stimulus for an effective practical application of the knowledge gained.
Gamification keeps track of a learner’s progress. This eventually motivates students to work harder and to discover and apply new knowledge.
Gamification in eLearning has become a major avenue for learning in the current world. It has opened doors for the development of highly effective teaching-learning processes, where learners gain knowledge through experiential learning. Gamification can thus be considered a futuristic approach to learning.
Read Part II of this series to learn more about the applications of gamification in eLearning.
Read more about gamification here.
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The applications of gamification are now observable in a plethora of scenarios. It is implemented based on the context it is applied to. Moreover, various entities are adapting to gamification. These even include the U.S Army, multinational corporations, and educational institutions.
A few aspects of gamification that have attracted the scholars and policymakers of our society have been listed below.

Gamification is already a part of modern classrooms. Creating a leaderboard/starboard in the classroom is also an implementation of gamification in teaching and learning. The top scorers of a test, the students who perform well in activities, or the ones who create the best art project get a star on the board or a badge. This turns the classroom into an interactive space where games function as ancillary tools for learning.
A reward system can be set up, where successfully answering a difficult question, scoring the highest on a test, or being the most active class participant earns you a reward. As an example, Khan Academy is a widespread platform that has gamified online learning – you gain points and badges to track progress as you watch more and more instructional videos and solve various problems.
The grade every student receives at the end of a semester can correspond to the experience they collected throughout the course period. Submitting projects on time, being regular to the class, and actively taking part in classroom activities are some of the ways to gain experience. This tracks student progress and motivates them to collect more experience as it leads to higher grades and other rewards.
A bit of friendly competition brings out the best effort in students. Moreover, learners often find tasks that involve competition highly engaging. Gamification techniques boost the morale of the students and encourage them to participate in the activities.
Educators involved in gamification try to make games that translate learning into informal environments outside of classrooms as they feel that the hours spent in classrooms are often inadequate for learning. Gamification allows and inspires curiosity for learning, even after the school bell has rung.
Students can receive certain quests that they complete as a part of their homework. Additionally, these quests may involve activities that, upon completion, offer some rewards in the form of extra marks.
Gamification receives wide criticism for using rewards as bait. Educationists have argued that the urge to receive rewards undermines the fundamental drive to learn. However, many psychologists have backed the technique with considerable evidence of its effectiveness. Gamification augments learning in a creative manner that not just aids cognitive development in children but also hones problem-solving skills. The use of games is not a replacement for pedagogy but an auxiliary resource that is in place to boost learning.
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