
In recent years, eLearning has been placed as one of the most powerful tools for education due to it breaks the traditional barriers of time and place, permiting content and information be available for student at any momment they need it. Now, it is possible to uplift this innovation to the next level introducing fun and competition to the virtual education: gamification is the tendency leading the revolution fo capacitation this 2025.
What is gamification?
Gamification is a learning technique incorporates game elements into non-game contexts to make activities more engaging and enjoyable. Some examples are earning points for completing tasks, demonstrating skills and knowledge in friendly competitions, or completing quests that make learning feel like an adventure. This is not a child's play, it's a serious strategy backed by numerous research.

The benefits gamification provides to eLearning capacitation are multiple, some of the most significative are:
Increased engagement | Since gamification incorporates elements like points, badges, and leaderboards, learning is transformed into a dynamic and engaging experience helping learners stay focused and motivated. According to the cloud-based learning managed system TalentLMS, 83% of employees feel more motivated with gamified training compared to 61% with regular training. Furthermore, 78% of employees reports gamification makes their work more enjoyable. |
Reinforcement of desired skills and knowledge | Games can be personalized in conformity with the real-world contexts of each company, making it easier for learners to understand and remember how the information applies to practical situations. As well, the rewarding system helps reinforce learning due to the immediate feedback through points, progress bars, and other game mechanics. This instant validation helps learners understand their progress and reinforces positive behaviors, which aids in retaining information. |
Increased productivity | As explained on research done by the Department of Computer Sciences and Information Technology of The University of Zhytomyr, Ukraine, in 2024, learners using gamified tutorials complete tasks 57.5% faster than those who have not applied game strategies in their learning process. In addition, TalenLMS reports 89% of employees felt more productive in a gamified workplace. |
The corporate angle
As the information here above demonstrates, gamification is not limited to schools and universities; it is making significative progress in the corporate sector as well.
Several analyses run by the most popular worldwide eLearning corporate suppliers shows companies are the biggest users of game-based eLearning solutions. Just in 2024, gamified education generated a revenue of more than $24 million around the world, and it is expected that this market will grow at least 30.1% in Latin America.
Looking ahead
The future of corporate capacitation is bright, thanks to the innovative blend of gamification and eLearning. As the market continues to grow, we can expect even more creative and effective ways to engage employees and develop their skills. If you are looking for an impressive evolution in your company, contact us! In espacio360 we have a wide portfolio of solutions to help your company reach its objectives and consolidate this 2025.

Combine fun with training!🌟 Gamification in learning not only makes the process more fun, but also boosts participation, retention and engagement.
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