How to make training or an educational course informative, engaging, and motivating? Gamification in e-learning helps to achieve these goals making the learning process both useful and fun. As a result of its implementation, learners quickly grow to new heights competing with others and trying to surpass their past achievements.

Also, gamification in learning drives performance – 80% of learners consider that game-oriented courses are more productive. So including this component in a learning app, virtual classroom environment, or a simple course is a good idea which is worth the effort.

Why gamification in learning is bearing fruit

Game elements radically change the attitude of participants to the learning process. Experience of its implementation in e-learning products developed by CyberCraft proves the effectiveness of the solution. We achieve such results:

  • The increased level of engagement – we fix high recall and better focus on the material
  • The ability to check new knowledge on practice
  • Improved knowledge assimilation
  • Holding the attention through immediate feedback provided by in-built tools
  • High level of autonomy – training could be accomplished by students at their own pace

Gamification elements in e-learning are based on game mechanics and sometimes include stories where the user is placed in the center of the plot and can influence the story creation. Such an approach allows learners to complete puzzles by choosing their own strategies and actions.

By introducing gamification in e-learning, we also drive behavioral change. Leaderboard, points and badges, in-app currency, and prizes motivate learners to change their actions and overall vision. And thanks to multiple attempts, students get rid of the fear of mistakes.

Crucial stages of gamification development

To implement gamification elements in a learning platform or an application, CyberCraft’s team strictly follows all stages of the process:

1. Analysis

At this stage, we define the type of e-learning product and potential users. The gamification approach should be based on types of learners who can be risk-takers, socializers, achievers, etc.

So, the target audience influences the development processes. Persons for whom gamification is efficient are classified into three main groups: risk-takers, motivated learners, and unmotivated learners. The finalization of the analysis is presented as a step-by-step plan.

2. Design

Chosen gamification elements are being designed at this phase. Also, the design stage includes sketches and formalization of all the content, as well as other types of learning activities. We pay particular attention to tools that may positively influence KPIs and correlate with the general strategy.

Gamification elements that should be designed are classified into two categories: mechanical and dynamical.

Gamification dynamics include both players’ emotions and behavior emerging from interaction with mechanical components and other participants of e-learning.

For a successful e-learning product, it’s crucial to implement individual profiles, leaderboards, challenges for finishing the module, and competition functionality, including virtual currency for buying trophies or obtaining other features. All these elements are based on the need to engage learners since their behavior is based on three important factors:

  • Motivation
  • Triggers (this category consists of call-to-actions, reminders, and time limits)
  • Ability to perform the task in terms of required skills

3. Development

The third stage foresees the development of components, both sketches and storyboards. Among gamified elements in learning apps, you can also find other elements, namely: road maps, guides, log, player journey, feedback, etc. Log here means the tool that allows users to find out whether the task, personal goals, and road map correlate with each other.

To develop gamification elements for e-learning, CyberCraft’s team works on mechanics – from avatars and progress bars to badges and virtual currency. These components are directly connected with a scenario and motivational elements that engage users.

4. Implementation

Implementation is properly considered as a key stage because of the complexity: the overall structure should be combined with gamification elements. To solve this task, we involve proficient software developers and graphic designers who understand how to improve UX through the appropriate combination of UI.

If you don’t have enough time or want to reduce costs, instead of developing and implementing e-learning gamification from scratch we can help to implement and customize ready-to-go solutions.

5. Evaluation

Through the right metrics, we manage to analyze results yielded by gamification elements. Therefore, we can improve our solutions to make content more engaging, profitable, and efficient. Applied metrics and the evaluation process vary depending on the type of the e-learning app.

Factor for analysis


   Level of engagement

We have to find out how many actions an average learner does, the general number of users and the time they spend interacting with gamified elements in the learning app. Also, the important task is to define the relationship between users’ progress and experience. If it’s possible, our team identifies the level of user satisfaction.


Relevant factors related to time are response time, frequency, and duration of learner’ retention

 Return of Investment (ROI)

ROI depends on various factors – from the number of learners to the level of productivity. All these factors influence the possibility to gain revenue and return investments.  

 Level of performance

CyberCraft team investigates the solution to determine how gamification in the learning app influences behavior of learners and the overall success of the product.

E-learning gamification examples

  1. Rewards and badges that are assigned after the course completion
  2. Leaderboards with bonuses for best participants of the course
  3. A well-structured journey instead of simple lessons
  4. Timed quizzes with flagged on competition elements
  5. Characters and storytelling (life-saving app could be a good example in this case)

The application of gamified elements to e-learning platforms and apps is rewarding for users. According to GrowthEngineering, 26% of learners prefer Learning Management Systems (LMS) with gamification. Although such an implementation impacts the success of the e-learning product only partially, this can improve engagement, performance, and learners’ loyalty. And if you need a reliable partner to introduce gamification, CyberCraft is at your service. We can assist in running through all stages of development and build the gamified platform from scratch.