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mLearning: Implementing Effective Game-Like Content


November 1, 2019



Implementing Effective Game-Like mLearning Content

Implementing game-like content is pivotal to a holistic and effective mobile learning (mLearning) strategy. This is due to the tendency for learners to enjoy their training when presented in an engaging and interactive form, instantly boosting employee engagement and productivity.

Initially engaging employees can be somewhat easily achieved by organizations, however retaining engagement is where the challenge lies. For learners to experience long-lasting success in a corporate environment, content must remain relevant and reliable for the entirety of their employment. To counter employees potentially becoming bored with their training, new and improved strategies need to be developed. Enter, gamification!

Elearning Gamification refers to the integration of gaming elements into course content, such as leader boards, point scores, star bars and real-rewards. Some almost immediate effects of the successful implementation of gamification are better information retention, increased motivation, and boosted productivity.

To effectively design gamified corporate training, certain features must be used. Let’s outline them.

1. Interactive Templates

Effective templates comprised of interactivities are essential for a successful gamified learning strategy. SC Training (formerly EdApp) provides users with a vast library filled with a plethora of ready-made templates. All the user needs to do is import content unique to their organization for maximum training success.

2. Peer Authoring/ Social Learning

Peer authoring and social learning assist in the amalgamation of ideas amongst employees. Learning from, and teaching, each other is one of the best ways to learn new and complex concepts.

3. Brain Boost

Brain Boost is a concept developed by SC Training (formerly EdApp), revolved around spaced repetition. This is a strategy used to counter the Forgetting Curve, whereby newly absorbed knowledge deteriorates in employees’ brains over a short period of time. Brain Boost recognizes which parts of learning need improvement, allowing users to exercise their brains and persist with difficulties. As a result, potential gaps in knowledge are resolved, making for a well-informed and successful workforce.

4. Allow For Anytime, Anywhere

Gamification is presented to users in within a mobile-based learning strategy. Mobile means that content can be accessed at anytime, anywhere. This is particularly useful for employees on-the-go, dispersed workforces and the rise of millennials in our workforce. The convenience of learning boosts completion rates, thus contributes to overall organizational success.

What Are The Benefits?

1. The improvement of cognitive skills

Asymmetric thinking arises when previously unexplored thought patterns stimulate the brain. From exposure to this game-like content, greater creativity, innovation and problem-solving capabilities are facilitated.

2. Seamless learning experience

Gamification motivates employees to learn, making their training time worthwhile and well-used. Learning is accessible on their own device and is completed in small, bite-sized chunks in a game-like setting.

3. Improves memory capability 

Memory improvement is promoted by the implementation of gamification as accessible intelligence is increased. Memory exercises, i.e. interactivities, strengthen the recall abilities in learners’ brains.

4. Building of support networks and communities

Sharing common knowledge and learning from each other, learners are able to communication and socially interact to form a support network.

5. Providing a simulation of real-world scenarios

Gamification provides learners with an experience which exemplifies real-world situations which they face in their daily corporate practices. As a result, events and ideas are connected, giving rise to a greater understanding of the learned knowledge.


Guest Author Daniel Brown

Daniel Brown is a senior technical editor and writer that has worked in the education and technology sectors for two decades. Their background experience includes curriculum development and course book creation.

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