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Gamification brings joy and power to learning and development

Gamification brings joy and power to learning and development

Have you come across a situation where people do not find learning together or developing the work community meaningful or worthwhile? Where the process, the goals and the way of working feel imposed from outside, and participants do not feel they are part of the process? Large investments in learning together, or for example in strategy work, may go to waste and the change remain distant. Gamified approaches can lower the threshold for participation, make thinking visible and create a shared language through which participants genuinely commit to a common goal. In this blog post Jussi Galla (Topaasia) and Vilma Mutka (Mukamas) bring together the researched benefits of gamification and give examples of how gamification can bring joy, clarity and efficiency to working together.

What is gamification?

Gamification means applying the dynamics and mechanics of games to different environments and processes. The basic idea of gamification is simple but powerful: harnessing the way games direct active behaviour, motivation and thinking in situations that are not games in themselves. In gamification, then, you do not build an actual game; instead you attach game elements, such as a clear goal, rules, feedback, progression, challenges or a narrative frame, to an existing activity, for example learning, change or work development. The aim is to make the desired activity visible, appealing and coherent. What matters is that gamification helps people understand what they are heading towards, what choices they can make and why their own actions are meaningful. Done well, gamification is not based only on points or rewards, but on the participant finding progress, insight and influence motivating in themselves. In addition, the methods can bring new perspectives, create a shared language and feed participants' creativity.

3 challenges gamification helps with

1. Lack of commitment and meaningfulness Learning and development easily remain detached if people do not see their own role or find the activity meaningful. Gamification makes the goals visible, invites people into the activity and helps participants feel that their choices and contribution really matter. 2. The difficulty of building shared understanding In change and development situations, people often have different views of the starting point, the goals, the direction and the concepts. Gamified structures create a shared frame and language through which complex phenomena, strategic choices and dependencies can be made visible and shareable. Gamification draws especially on the structures of games, goals, rules, feedback and progression, to make the desired activity appealing and understandable. Done well, gamification is in fact one of the tools of process design: a way to make abstract goals concrete and to make the participant's role visible. 3. Learning staying at the level of theory Without experimentation and doing, learning does not transfer into everyday life. Gamification offers a safe environment to test decisions, explore consequences and practise new ways of acting without the risks of real work, so learning becomes practical and supports real change. With gamification, learning can be designed to be experimental, participatory and better transferred into everyday life. In design thinking, as in learning design, what matters is empathy, careful definition of the problem or goal, ideation, prototyping and experiments. Gamification scopes the activity, gives a clear goal and creates a safe frame for experimentation. In other words, the elements of gamification make learning design concrete and experiential. topaasia bg

Tips for using gamification in the work community

In the end it is about facilitating people's actions, thinking and decision-making smartly towards the desired outcome. It is worth using the elements of gamification boldly and open-mindedly, for example in designing and facilitating learning processes and as a way of keeping learning structures alive. Examples of application include regular development and learning discussions, team learning retro and feedback discussions, or unpacking the results of work community surveys and drawing up actions together. Gamification also holds enormous potential in facilitating change or in strategy work. A gamified intervention and serious games can serve as a fast and light way to test thinking models, decisions and ways of working without major risks. Research shows that gamification brings, for example, enthusiasm, efficiency and clarity to strategy work. In our experience, the LEGO® Serious Play® method, for instance, is also a super effective and enjoyable way to produce ideas, solve problems or make connections and systems visible. Gamification brings agency, commitment and safe experimentation to development and learning. Together they help move from talk to action, and through action to shared understanding towards a better everyday life. Interested in the topic? Take a look at these, among others:

About the authors

Jussi Galla is a founding member, innovator and CEO of Topaasia Oy, the company behind the dialogic serious game Topaasia. For more than the past ten years he has focused on developing the Topaasia method to help develop work communities. Vilma Mutka is the founder and CEO of Mukamas, a working-life learning activist, speaker, coach and pioneer of learning design. Her mission is to bring learning to the core of leadership and to build more learning work communities and organisations in the world, where people and business can flourish. Vilma is writing a book on leadership in modern learning organisations.