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The Gamification of Adult Learning

  • 2002

    James Gee's book "What Video Games Have to Teach Us About Learning and Literacy" explores the educational potential of video games.
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    2005-2006

    IBM's Innov8 game is released, aimed at teaching business process management concepts to professionals. Serious Games Initiative hosts the first Serious Play Conference, focusing on the use of games and simulations for education and training.
  • 2008

    The concept of "gamification" gains traction as a term to describe the application of game elements in non-game contexts.
  • 2009

    Badgeville, one of the first major gamification platforms, is founded.
  • 2010

    The Gamification Research Network is established to explore and advance research on gamification.
  • 2011

    Coursera, one of the early massive open online course (MOOC) platforms, is founded, bringing online learning to a global audience.
  • 2012

    Karl Kapp's book "The Gamification of Learning and Instruction" provides a comprehensive guide to incorporating game elements in adult education.
  • 2014

    Gartner's Hype Cycle for Education predicts gamification to reach the plateau of productivity within 2 to 5 years.
  • 2015

    Deloitte University Press publishes a report highlighting the potential of gamification in corporate learning and development.
  • 2017

    The eLearning Guild's "The Art and Science of Gamification" report provides insights into the practical application of gamification in learning.
  • 2020

    The COVID-19 pandemic accelerates the adoption of online learning and virtual training, leading to increased interest in engaging and effective learning methods, including gamification.
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    2021-Present

    Gamification continues to evolve, with a greater emphasis on personalized learning experiences, data-driven insights, and integration with emerging technologies like augmented reality and virtual reality.