Gamified Learning: Pros and Cons

Gamification, Training, Workforce Management

I’ve always been excited about gamified learning. Instructors (and designers) have seen an increase in student engagement when learning is made fun; however, this trend has also received some backlash because according to critics…

“Gamification is a fad that doesn’t help teach students anything meaningful and many professors scoff at using games in their college classrooms since they do not see it as serious learning.”

I bring this up because my department (a health care call center) would like to implement gamification into our workforce management system and I have the option to enable the gamification feature in the LMS I manage.

I’m hoping I could get your opinion about the pros and cons of using gamified learning. 

From what I gathered…

Pros: Increases learner engagement, creates enthusiasm, provides instant feedback, and makes social connections.

Cons: decreases learner attention span, cost, student assessment (not easy to track progress), game logistics (Is it accessible, additional costs?).

I think the best way to make this backlash less likely or severe is by taking the time to ask questions prior to implementation and not overusing it when delivering training. Most of the backlash that comes from this trend is because of poor planning.

What experience have you had with gamification? What did you find successful?