Designing with Love
Hosted by Grand Canyon University (GCU) adjunct instructor and professional instructional designer Jackie Pelegrin, this podcast explores instructional design, e-learning, and how to incorporate AI technology into different aspects of your work. Tune in for expert tips, real-world insights, and inspiring stories from students, alumni, and leaders in the field.
Designing with Love
Gamification Strategies to Improve Learner Engagement
Want learners to finish training, remember it, and use it on the job? We walk through a no-fluff approach to gamification that starts with clear outcomes and ends with measurable behavior change. Instead of throwing points at problems, we show how to pair decision-based practice, tight feedback, and meaningful rewards to build real skill.
The heart of the episode is a practical toolkit: five common pitfalls and exactly how to flip them, plus the metrics that prove impact. We cover mastery rate, attempts to mastery, two-week retention checks, opt-in rates for competitive features, branch diversity, and decision quality. Then we map it to a real-world compliance scenario—recasting a static security course into short, branching missions with mastery badges, a mission board, and optional replays that improve outcomes. To help you start fast, we share a lightweight one-week A/B plan and the key events to instrument so you can call success with confidence.
Ready to test without a rebuild? Try the simple pilot: add a progress bar, a mastery-tied badge, and a narrative intro with role, mission, and stakes—then compare completion, time on task, and decision accuracy. If this playbook helps, subscribe, share with a teammate, and leave a review so we can spotlight your results next time.
🔗 Episode Links:
Please check out the resources mentioned in the episode. Enjoy!
Gamification for Learning: Strategies and Examples
📑 References:
Buljan, M. (2025, October 2). Gamification for Learning: Strategies and Examples. eLearning Industry. https://elearningindustry.com/gamification-for-learning-strategies-and-examples
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Hello and welcome to the Designing with Love Podcast. I am your host, Jackie Pelegrin, where my goal is to bring you information, tips, and tricks as an instructional designer. Hello, instructional designers and educators. Welcome to episode 85 of the Designing with Love Podcast. In this episode, we'll dive into how game elements can increase learner engagement and motivation. You may be asking yourself, how do I effectively turn training into play? Let's explore how gamification can supercharge motivation and retention. So, grab your notebook, a cup of coffee, and settle in as we explore this topic together. Alright, let's set the stage with a simple principle that keeps your design focused. Start with the outcomes, not points. If the learning isn't clear, the game won't save it. State the performance outcome. After this, learners will be able to then pick specific mechanics that serve the outcome, such as decision paths for critical thinking, time challenges for recall fluency, and cases that can be unlocked for advanced application. Here's a quick pulse check. If I stripped the game layer, would the learning still work? If not, realign the activity to the outcome. With outcome set, let's talk about the game pieces that do the real work. Core mechanics that matter. Think in progress loops, levels, a simple progress bar, and a small wins that keep momentum visible. Tight feedback, immediate, specific coaching after each decision. Meaningful rewards. Points are fine, but connect badges to real skills or access, like a bonus scenario, say they feel earned, not handed out. Next up, the secret sauce. Story and challenge. Keep it simple and purposeful. Narrative and challenge design. Wrap tasks in a clear role in mission. Who am I? What's at stake and what's the time box? Start with safe wins, then escalate difficulty as skills build. Remember good friction versus bad friction. Puzzling decisions equals good, while extra clicks and slow loading equals bad. Now let's make it human because motivation is at the core of our needs. Autonomy, social play, and psychological needs. Autonomy, social play, and psychological needs. Autonomy. Let learners choose a role or path or take an optional side quest. Competence. Scaffold challenges so growth is visible. Relatedness, try co-op missions or team goals. Use leaderboards sparingly. Opt in or make them team based so they motivate without shaming. Finally, let's get practical about the common traps and how to flip them into learning wins you can measure. Avoiding pitfalls and measuring what matters. Pitfall number one, points without purpose. What happens? Learners chase points and rush but do not improve. Flip it. Tie rewards to mastery evidence, not seat time. For example, award a badge only when a learner demonstrates a skill threshold in a scenario. What to measure? Mastery rate. The percentage of learners who meet a defined rubric level. Meaning attempts to mastery. This should decrease over time. And finally, a retention check. Compare a two-week reattempt score to the first mastery score. Pitfall number two, leaderboards that demotivate the middle. What happens? The same few names stay on top while others disengage. Flip it. Use co-op goals such as Team Shields or Tiered Personal Bests, where learners try to beat their own prior score. Make leaderboards opt-in or team based. What to measure? Opt-in rate to competitive features. Participation from the rest of the group, not just the top names. And personal best improvement. Are people beating their own prior scores? Pitfall number three. One size fits all challenge. What happens? Tasks are too easy for some and too hard for others. Flip it. Add adaptive difficulty and just in time hints, while also letting learners choose a role or difficulty lane. What to measure? First attempt success by a segment such as novice, intermediate, and advance. Success after hints. Does using a hint lead to success within two steps? And then time to completion spread. A narrowing range suggests better difficulty fit. Pitfall number four. Cosmetic narrative with no decisions. What happens? A pretty story wrapper, but choices do not matter. Flip it. Design meaningful branches with tradeoffs like budget versus quality or speed versus accuracy, and show visible consequences. What to measure? Branch diversity, the number of unique paths taken per one hundred learners. Decision quality index, a rubric scored rationale or outcome, and a voluntary replay, or try alternate paths. Pitfall number five, shipping without a control. What happens? You cannot tell if gamification changed anything. Flip it. Run a small comparison, such as a gamified version compared to the original version, or a pre and post comparison with the same cohort. What to measure? Completion difference, comparing the gamified version to the original, decision accuracy difference on scenario items, and a job related behavior metric that improves within 30 to 60 days. For example, fewer phishing clicks or fewer rework tickets. Now that we have mapped the five common traps to fixes and meaningful metrics, let's turn that into a single plan you can run next week. Here's your quick lightweight measurement plan. First, capture a baseline, which is current completion, average scenario score, and one behavior metric. Then instrument three events, such as progress bar viewed, badge awarded for mastery, and scenario decision made, including the outcome. Then run one week comparing two versions, the gamified version compared to the original. Finally, call it success if completion increases by 5 to 10%. Decision accuracy increases by 8 to 10 points, and at least one behavior metric improves. Great. Now that you have a simple plan in hand, let me ground it with a detailed composite scenario you can model in your own context. Compliance that learners actually finish. Here's the scenario. Imagine the annual information security course that is sent to employees. Learners can't skip ahead. They must view each screen and then take a 10 question quiz at the end. The quiz allows unlimited retakes from a small item bank. What typically happens? People rush through the slides, guess their way through the quiz, miss the same two or three questions repeatedly, and end up retaking the quiz multiple times just to pass, without retaining the behaviors the organization actually needs. What could you change? Mission Framing. Recast the course as a branch response quest with three short decision-based scenarios, such as phishing email, USB drop, and data request. Progress you can feel. Replace the linear menu with a mission board and add a visible progress bar so momentum is obvious. Mastery based rewards. Unlock badges only when a learner demonstrates a skill. For example, Fish Hunter for catching subtle red flags and context. Quality over guessing. Swap the end of course quiz for a checkpoint scenario. Learners advance when their decisions meet a rubric, not simply after a number of items. Smart retries. Encourage voluntary replays with a beat your personal best prompt and a brief what I'll do differently next time reflection. Team Energy. Offer a department level digital shield when 90% of learners achieve an 85% or higher decision score. Here's what you might see. Fewer repeat quiz attempts and higher first past decision quality once choices happen in context. More voluntary replays aimed at improving scenario outcomes, not just guessing. Better, more targeted questions in office hours or discussion threads, which is evidence of deeper processing. A job related behavior shift within 30 to 60 days, such as fewer phishing clicks or fewer rework tickets. As you test this, look for the following completion improvement when you compare the gamified version to the original, decision accuracy improvement on scenario items, and first pass decision quality and voluntary replays trending in the right direction. And most importantly, a behavior shift within 30 to 60 days. For example, fewer fishing clicks. Ready to test this without a big rebuild? Here's a tiny pilot you can try next week. Call to action. One week gamification pilot. Pick one existing module and add three light lift elements such as a simple progress bar, one badge tied to a specific skill, and a short narrative introduction that sets the role, mission, and stakes. Then, compare completion, time on task, and post quiz decision quality against your non-gamified version. If you do try this, please share your takeaways with me on LinkedIn or leave a quick voice message on the show's page. I would love to spotlight your results in a future episode. To make this easy, I've added a one-page gamification pilot checklist as a public Canva template. Grab the link in the show notes, copy it, and make it your own. Before we close out the episode, I would like to share an inspiring quote by Jane McGonial, a game designer, researcher, and author of Reality is Broken. Games work because they align clear goals, simple rules, tight feedback, and voluntary participation. These four elements map neatly to learning goals as outcomes, rules as constraints, feedback as coaching, and voluntary participation as autonomy. If today's micromechanics got you inspired, we'll zoom out in a future episode to build a full virtual playground. Progression maps, feedback loops, and simple areas that connect across modules. As you design this week, choose one mechanic that truly serves the outcome and let learners level up on purpose, not just for points. Thank you for taking some time to listen to this podcast episode today. Your support means the world to me. If you'd like to help keep the podcast going, you can share it with a friend or colleague, leave a heartfelt review, or offer a monetary contribution. Every act of support, big or small, makes a difference, and I'm truly thankful for you.
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