Gamification means motivation
EdApp’s gamification tools allow you to quickly and effectively gamify your learning material
At EdApp we believe in the use of gamification in education. Gamified
learning motivates learners, leads to better engagement with
content and is proven to enhance message retention.
When combined with microlearning and mobile learning, gamification is taken to another level. Small, highly-targeted training lessons feel like smartphone games. Learning doesn't feel like learning, the barriers to knowledge retention fall and the liklihood of information embedding in long-term memory is dramatically increased.
EdApp comes with gamification built in. Users are rewarded with
badges for completing lessons and courses and can view the
progress towards their next reward in their profile. While
you can offer the chance to win a single, large prize, our experience
dictates that offering multiple, small prizes (such as free coffees
or food vouchers)
is more effective for training programs.
Our new Leaderboards feature also allows learners (or groups of learners) to compete against one another: motivating high performers and stragglers alike. There are many other prizing features and more in development.
EdApp aims for direct recognition of completion or performance through a simple, gamification-based reward system. Users are allocated stars according to your own criteria. Reward your learners for simple completion, high performance or frequent use. They can then use these stars to redeem real rewards according to your budget.
Gamify your lessons
EdApp’s gamification features don’t stop there. The LMS
allows you to go one step further, with
game templates ready to populate with your content to
reinforce learning. These templates have the highest
engagement and replay rates, so learners love them too!
EdApp delivers thousands of interactive microlessons every day. While typical eLearning courseware sees completion rates of under 20 per cent, our interactive lessons regularly beat 90%. That rate is even higher when gamification is used while some learners even retake lessons of their own volition in order to get a higher score or beat their best time.