Trends do exist in Instructional Design (ID), and one prime example is “gamification.” We all know that there have been all sorts of efforts to make learning fun :), and even adults can get pretty absorbed in them (and sometimes so absorbed they miss their stop on the commuter train lol).
However, ID is not about aiming for “fun” itself as the goal; it is fundamentally about learning design. While learning enjoyably is ideal, it defeats the purpose entirely if the core “learning” gets left behind.
Therefore, in this article, I’m going to discuss how Instructional Designers can utilize gamification for achieving learning objectives, along with common pitfalls to avoid.
What is the “goal”?
1. The tragedy of over-elaborating the “worldview” and diluting the substance
For example, let’s say I poured my heart into creating an “RPG (role-playing game)-style compliance training program” It’s my masterpiece. The participants are bound to love it! Sure enough, they gaze at the lavish animations and get hooked on the mini-games to obtain legendary weapons.
Good job, me.
…Then, when I finally asked for feedback after the training ended:
“The cutscene when we defeated the final boss was amazing!”, “I spent 30 minutes upgrading my weapon lol”
…Huh? Not a single person mentioned the crucial “compliance measures.”
What on earth did I create 😵💫?
2. The Illusion of “Achievement” Created by Point-Earning Competition
Alright, let’s introduce a ranking feature to ignite the learners’ competitive spirit. Learners are saying, “Alright, I’m gonna get to number one and complete the badge set!”
Mmmph…Nice engagement.
But then, learners start pouring all their energy into finding strategies for “clicking the correct answers via the shortest route and racking up points” rather than “understanding the content.” No longer reading the material, they memorize only the correct answer patterns to climb the rankings. They no longer resemble learners, but efficiency-obsessed “pro gamers.”
What on earth was I trying to achieve 😵💫?
What went wrong?
So, what exactly went wrong?
Participants being enthusiastic about training isn’t inherently bad. However, if the original learning objective—compliance measures—gets lost somewhere, it becomes nothing more than “time spent playing a game.”
If training fails to achieve its goals, no amount of enjoyment makes it meaningful. What Instructional Designers must never forget is the “learning objective.” Everything created must be placed along the path to achieving that goal.
When the pursuit of fun causes “the means to become the end,” tragedies (or comedies?) like the one described above occur.
I do love using gamification as a means to achieve learning objectives, and there’s no reason not to leverage today’s rapid technological advancements. However, if we chase the resulting “fun” or “entertainment,” gamification drifts away from its core purpose.
Summary: Fun should be a “booster,” not just a “bonus.”
Gamification is a powerful option, but mastering it is surprisingly difficult. If the reaction is “That was fun!” followed by an awkward silence and the question “So, what did we actually learn?”, designers must recognize that as a failure.
What we’re designing isn’t a “game to entertain participants,” but rather an “experience to help learners achieve learning objectives.” Let’s create experiences where gamification isn’t just about “having fun,” but about “learning while having fun” 🙂
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