This mobile gamification project investigates two learning trends separately - mobile learning & gamification - and discusses the potential of using the two trends together in a workplace setting.
Considerations of mobile gamification include the following topics:
pros & cons of each trend separately
adoption of each trend separately
mLevel's success story as a top mobile gamification company
mobile gamification's potential impact
How to play
Gamification is defined as "the use of game design elements in non-game contexts"(Deterding, Dixon, Khaled & Nacke, 2011, p.9).
Mobile learning is the combination of learning that is both formal and informal, context aware, and delivered and supported by multiple handheld devices (Gikas, 2013). This learning strategy is intentional but unstructured and requires further explanation.
A case study from mLevel training design consulting is outlined. The company, D4, worked with mLevel to produce a mobile training training with gamified missions to improve sales force skills and track performance and needs.
We predict mobile learning and gamification will continue to grow and make an impact on the e-Learning industry.