7 elearning examples that use gamification to engage learners

Posted By on Sep 29, 2015 | 0 comments

examples gamification in elearning

Gamification in elearning enables learners to rehearse real-life scenarios and challenges in a safe environment. Here are seven of our favorite gamified elearning examples.

Duolingo: Reinventing language elearning on an epic scale


Duolingo is a language learning platform used by more than 70 million people worldwide. Gamification has been built into every lesson to make learning another language fun and addictive.

Gamification features:

  • Currency (lingot) that can be earned through a variety of activities.
  • Point systems and leaderboards.
  • A trumpet fanfare marks the end of each successfully-completed round, providing a sense of accomplishment.
  • Each stage becomes live when you complete the previous level.
  • Invite friends through Facebook to collaborate with and/or compete against.
  • Voting: Users can vote on the best translations submitted by other users.

Go to Duolingo’s elearning experience 

McDonalds: Till training game


City & Guilds Kineo and McDonald’s have joined forced to create a till (cash register) training game that is addictive, purposeful, and fun. The game uses a simulation of the new till system to test learners on how they deliver the customer experience.

Gamification features:

  • Very realistic simulation of the new till system presented in a gaming-style environment.
  • Built-in systems for scoring, leveling up, bonuses, lifelines, and challenges.
  • Sound effects and customer voices.
  • Dynamic feedback – the choices the learner makes are evaluated in real time. Learners know every decision is important.

Go to McDonald’s till training game

LIFESAVER: Crisis Simulator


LIFESAVER is a simulator that uses interactivity and live-action film to teach cardiopulmonary resuscitation (CPR). It’s free and available on your computer, tablet, or smartphone.

Gamification features:

  • Game-based and experiential design.
  • Timed decision-making activities.
  • Strong storyboarding and scripting.
  • Real time game-style progress stats and points.
  • Formative feedback at each decision level.

Go to the Lifesaver Crisis Simulator

City Witness: Medieval Swansea


Medieval Swansea is an interactive historical game that enables learners to take on the role of detective to solve a mystery.

Gamification features:

  • Scenario driven by interactive challenges and quests.
  • Story-based. Narrative stages and character witnesses.
  • Progression – a dynamic map shows player-learners what stage they are at and what’s left to do.
  • Dynamic polling. Vote on solving the mystery and see how other players are voting.
  • Opportunities to gather points and bonuses, unlocking the next stage.

Go to Medieval Swansea

Train4TradeSkills: Virtual Reality House


The Virtual Reality House allows trainees, such as plumbers, to practice their skills in a fully immersive virtual reality simulation. This provides a safe environment to learn and build confidence before entering the profession in the real world.

Gamification features:

  • Full simulation virtual reality environment.
  • Scenario-based approach makes the training very realistic.
  • Learn by “doing”. Step-by-step training process – planning, costing, and installation.
  • Gaming style hand-held console/nunchuck is available that works wirelessly with the online system to improve the virtual experience.

Go to Virtual Reality House

Heineken: Capability Academy


Not satisfied with gamified elearning alone, Heineken has created a real physical board game to go with its blended solution from Brightwave.

Gamification features:

  • Progression – A tube-type map keeps play-learners abreast of their progress and shows them where they are headed.
  • A dynamic leaderboard shows how you and others are doing. Compete with others and show off your success.
  • Learners answer questions in challenges to earn points
  • Earn points as you progress through the learning to climb the leaderboard. Top scoring learners or teams earn prizes.
  • The system provides feedback for challenges taken and gives an overall ranking in terms of real competencies.

Go to Heineken’s Capability Academy game

Noble Prize: The Blood Typing Game

blood typing 2
Nobel Media uses gamification to apply a consequence-style feedback approach to The Blood Typing Game. For example, if you get the blood transfusion wrong, your patient will react badly! This consequence-style approach is a fun and effective way to learn.

Gamification features:

  • Plenty of interactions – drag and drop with the mouse, click to test, etc.
  • User-driven – you can select routes through the tasks, retake tasks and pause to go to the tutorials to swot up before continuing.
  • Good use of sound effects, which add to the experience rather than being a distraction.

Go to Nobel Media’s blood typing game