This month we bring to you the new modalities that are used for training of content and for the reinforcement and sustainability of new and old learning content. A great way to accomplish this is through gamification. Gamification helps learners retain important information that will make them more productive in the workplace.

Let’s talk first about the latest game phenomena. A game that has grasped the world in just a few short weeks of its existence. Pokemon Go! It’s just another example on how a game, if done correctly, can capture your attention and make learning fun. Of course, not all training modules need to capture, battle and train virtual creatures, but you get the point. Games can be a fun and an effective way to train.

Here are some reasons why gamification works to enhance training and promotes sustainability. Let’s talk about some basic human needs:

The need for engagement:

When education or training feels dull, we are not being engaged and motivated. In other words, we’re not really learning. “Learning” is not acquired by rote memorization. Learning means acquiring the skills and thought processes needed to respond appropriately under pressure, in a variety of situations.

The need for competition:

The thrill of victory along with the agony of defeat. We all want to be winners and see our name on the leader board. Competition, promotes growth, forces us to be more creative, makes us goal oriented, makes life more entertaining, and…it’s natural! Of course, when we win… it’s nice to be REWARDED!

The need to be rewarded:

Whether it’s a pat on the back, a certificate of completion, a salary raise, or a Starbucks gift card, people feel good when they receive recognition and when they feel good – the brain releases endorphins.

Release of endorphins:

When the brain releases endorphins, people get addicted, and when employees are addicted to learning, companies prosper.

We don’t need more time in the classroom to learn how to think and perform in the face of real-world challenges. We need effective, interactive experiences that motivate, reward and actively engage us in the learning process.

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