Digital Samba English Blog

Gamification in E-Learning: Examples, Tools & Benefits

Written by Robert Strobl | July 30, 2025

Traditional online learning environments often struggle with low engagement and a lack of student motivation, which are the main drivers for successful education. Learners frequently report feeling disconnected, passive, and uninspired by static learning platforms. This not only hampers progress but also leads to poor retention of knowledge.Educators and organisations also face challenges in identifying practical strategies to gamify training and make it more interesting. There’s a widespread lack of awareness around the concept of gamification in e-learning, how to implement it, and which tools or platforms support it effectively and at low cost. Moreover, integrating these gamification strategies into existing systems can be complex, especially when those platforms lack interactivity or visual appeal.

That’s where gamification enters the picture — it is a powerful approach to transform education and learning into an engaging, competitive, and rewarding experience. Supported by video conferencing platforms like Digital Samba, gamified online teaching becomes not only possible but also deeply effective and fun.

Table of contents

  1. What is gamification in e-learning?
  2. Benefits of gamification in online education
  3. Edutainment and gamification strategies in education
  4. Gamification ideas for e-learning
  5. How video conferencing elevates gamified learning
  6. Examples of gamification in education and training
  7. Best practices for gamifying online education
  8. How Digital Samba supports gamified online learning
  9. The final level – bringing fun back into online learning

What is gamification in e-learning?

Gamification in education means using elements like badges, points, and leaderboards to gamify training and create more interactive experiences.

These elements make learning more enjoyable by incorporating competition, feedback loops, and visual achievements. For example, learners might earn points for completing activities or unlock badges for achieving certain milestones. A leaderboard can display top performers, encouraging friendly competition among students and even nudge them to do better or more.

Beyond traditional reward systems, gamification encourages adaptive learning through personalised experiences. Learners can choose their pace, repeat modules, or engage with content in different formats and with adapted, personalised levels — mirroring the flexibility of modern video games. This adaptability not only empowers learners but also helps educators meet individual needs more effectively.

Gamification in e-learning bridges the gap between traditional education and the interactive expectations of today’s learners. By applying the psychology of gaming, such as challenge, reward, and instant feedback, it creates an experience that keeps learners invested and eager to progress through each module.

Benefits of gamification in online education

Wondering how gamification enhances learning? It encourages active involvement, peer competition, and instant rewards that reinforce educational outcomes. A study from 2021 titled “Exploring the impact of gamification on student engagement and involvement with e-learning systems” found that gamification can be considered a valuable tool to entice users to the uptake of educational systems and increase their interactivity and engagement. Games simply improve the effects of learning - they impact learner behaviour, course completion rates, and even long-term knowledge retention.

Let’s break down the key benefits of gamification in education:

  • Boosted motivation

Reward systems and achievements motivate learners to continue engaging with the content, thus improving their results. When users see visible progress, such as levels or badges, they feel a sense of purpose and feel recognised. This sense of progression fuels continued participation and reinforces positive learning behaviours.

  • Enhanced engagement

Games are naturally immersive, keeping learners interested, engaged and occupied. Gamified environments hold attention by offering interactivity, challenges, and curiosity-driven exploration. Learners are more likely to stay focused and reduce distractions when activities feel playful and rewarding.

  • Improved retention

By making learning fun, students remember more and for a longer time. Repetition through game mechanics reinforces key concepts and supports long-term memory. Learners are also more inclined to revisit topics they find enjoyable, which further enhances knowledge retention.

  • Feedback and progress tracking

Immediate feedback and response to their actions help users identify strengths and areas for improvement. Visual indicators like points and leaderboards provide context for progress and performance. This transparency empowers learners to adjust their strategies and stay on track.

  • Sense of achievement

Visual rewards such as badges and completion levels offer satisfaction and positive reinforcement. At the end of the day, achieving milestones validates effort and builds self-confidence. The more learners experience small wins, the more likely they are to persevere through challenging content.

By turning lessons into missions, quizzes into challenges, and feedback into rewards, e-learning becomes an effective and interactive experience for all learners.

Edutainment and gamification strategies in education

The term “edutainment” is a derived word that states a mixture of entertainment and education, or the marriage of education with entertainment. It describes educational content that is at the same time entertaining — a crucial concept in gamification. 

Edutainment has been used as a classical formula in producing educational computer games which are based on learning theories since the 1970s. Over time, it has become an essential part of learning, especially with the increasing integration of technology into educational processes, as it blends fun and instruction to boost learner motivation and engagement.

Gamification ideas for e-learning

For educators:

  • Points for participation

Reward students for speaking up in class. For instance, each time a student contributes to a discussion or answers a question, they earn points tracked in a class scoreboard that is visible to everybody.

  • Progress bars

Use visual indicators showing how far students have come in a lesson. For example, an LMS might display a colourful bar that fills as students complete modules or quizzes. Like this, students can easily keep track of their progress.

  • Quiz battles

Divide students into teams and have timed quiz competitions. Tools like Kahoot or Quizizz can be used in real-time to pit groups against each other in a knowledge showdown. They are easily shared and accessible to students. You can also prepare the quizzes in advance, before the class.

  • Virtual escape rooms

Create learning-based challenges that students must solve collaboratively, which will also improve their teamwork abilities. For example, a history lesson might involve unlocking clues hidden in primary source documents to 'escape' the virtual room.

For corporate trainers:

Here are practical gamification ideas for training employees and students, from classrooms to compliance modules:

  • Achievement badges

Recognise completion of specific training milestones. A cybersecurity course might award badges for completing phishing modules or recognising suspicious emails. In a customer service programme, staff might earn badges for successfully completing simulated complaint resolution scenarios.

  • Scenario-based learning

Use real-world simulations as game levels. In sales training, learners could navigate a virtual customer conversation and choose responses that lead to success. A project management module might simulate deadline and budget constraints, where learners gain points for smart decisions and out-of-the-box thinking.

  • Leaderboards

Display top-performing employees in training modules. Weekly rankings can be emailed or shown during team meetings to celebrate progress and motivate individual growth. This can spark healthy competition and encourage ongoing improvement across departments.

  • Streaks and rewards

Reward daily or weekly learning streaks. For example, completing a training module five days in a row might earn a coffee voucher or virtual trophy. Companies can also offer bonus points that contribute toward tangible incentives like gift cards or professional development credits.

For students:

  • Learning apps with game mechanics

Use platforms with avatars, levels, and experience points (XP). XP is a way to measure a learner's or player's progress and achievement because users earn it by completing tasks, challenges, or activities. Duolingo, for instance, lets students earn gems and level up as they complete language lessons. Apps like Prodigy and Quizizz use similar systems to maintain user interest and motivate progress through engaging gameplay.

  • Peer challenges

Set up mini-competitions to encourage participation and reinforce learning. For example, you can run weekly maths or spelling challenges with small rewards for top performers. These activities promote friendly rivalry, boost engagement, and help students retain knowledge through repetition.

  • Badge collection

Award digital trophies when students master a chapter or concept. These can be showcased in a student profile or shared during virtual assemblies. Collecting badges gives learners a tangible sense of achievement and encourages them to complete entire curricula.

Incorporating these strategies that include gamification into your training sessions can be used across different educational levels and cover different objectives.

How video conferencing elevates gamified learning

Gamification becomes even more powerful when paired with live video conferencing. Why? Video conferencing offers platforms where gamification can easily be introduced to offer real-time interaction and engagement. They enable educators to transform passive content into an active group experience where learners feel seen and involved. As already mentioned, the use of real-time tools can help provide immediate feedback, encourage social presence, and boost participation — all essential for maintaining momentum and motivation.

How video conferencing enhances gamification:

  • Live competitions: Host real-time quiz games using screen sharing. Some platforms will even allow for embedded quizzes or connected applications. For example, educators can run Kahoot quizzes during live sessions to add excitement and reward quick thinking.
  • Interactive polls and Q&A: Use live tools to keep learners involved by asking them open or closed questions. Trainers can instantly gauge understanding or spark discussion through live polls integrated into the video call, which are visible to all.
  • Breakout rooms: Assign teams and set up mini-games or problem-solving activities which should be solved by smaller groups of people. For example, a language class could be split into groups for timed vocabulary challenges using breakout rooms.
  • Immediate feedback: Provide verbal praise or visual rewards instantly. Instructors can recognise achievement by spotlighting top performers or sharing emojis and reactions in real time. This will also give a more personal and casual touch to the learning experience.
  • Visual presence: Seeing others compete boosts motivation and fosters healthy competition. Video conferencing allows learners to react to peer success, increasing social engagement and mutual encouragement. It also sparks collaboration and communication. 
  • Gamified participation: Award points for participation during live sessions. A trainer might give points for insightful answers or teamwork, tracking scores throughout the course, which can be made visible to all.
  • Integrated mini-games: Embed quizzes, drag-and-drop challenges, or roleplay tasks directly into sessions. For instance, a history lesson might include a live trivia segment where students buzz in to answer first.

Platforms like Digital Samba support these features, making it easy for educators and trainers to deliver an engaging, gamified online learning experience.

Examples of gamification in education and training

Let’s explore some practical gamification in education examples that show how it’s transforming learning across sectors.

Classroom gamification examples:

  • Kahoot quizzes: Used globally to create competitive quiz games in classrooms. Teachers use it to quickly assess understanding and boost engagement through instant feedback and rankings.
  • Classcraft: A classroom management tool where students become characters in a fantasy game. Students earn points for positive behaviour and academic achievements, promoting teamwork and responsibility.
  • Duolingo: Language learning app that rewards users with XP, streaks, and leaderboards. Its gamified structure encourages daily learning habits and motivates students with visual progress indicators.

LMS gamification examples:

  • Moodle Plugins: Add gamified elements like badges and progress bars. Instructors can create conditional activities that unlock once previous ones are completed, keeping learners moving through the content.
  • TalentLMS: Includes built-in points, levels, and certifications. Users can be grouped into teams for friendly competition and earn custom rewards.
  • SAP Litmos: Offers reward systems, leaderboards, and gamification analytics. Trainers use the analytics to fine-tune gamified elements and keep learners challenged without overwhelming them.

E-learning gamification examples:

  • Onboarding programs: New employees complete game-style tasks to learn company processes. Interactive modules simulate real tasks, making the learning curve smoother and more enjoyable.
  • Compliance training: Transform dry legal modules into interactive scenarios. Learners earn points for completing segments and unlock mini-games that test the real-world application of rules.
  • Customer education: Brands use gamified learning to train customers on using products effectively. For example, software companies might offer points for watching tutorials or completing setup checklists, encouraging full adoption.

Best practices for gamifying online education

To achieve the benefits of gamification in education and also end your classes with satisfied students, follow these best practices when designing your gamified online learning system.

  1. Align games with learning objectives: Ensure the game elements support rather than distract from educational goals. For example, a quiz game should reinforce the key points of a lesson, not deviate into unrelated trivia.
  2. Use a balanced reward system: Combine intrinsic and extrinsic motivators. This means designing rewards that appeal to both internal satisfaction and external recognition, like combining badges with personal growth milestones.
  3. Design for all learners: Cater for different user types — competitive, achievement-oriented, social, and exploratory. Offer varied activities like team challenges, individual quests, and peer collaboration to engage diverse preferences.
  4. Keep it visual and interactive: Use videos, avatars, and visual progress indicators. Gamified interfaces should be dynamic and responsive to increase learner immersion and make navigation intuitive.
  5. Provide immediate feedback: Let learners know how they’re doing in real time. Instant feedback boosts confidence, helps correct mistakes quickly, and sustains learner momentum.
  6. Encourage collaboration: Include team-based challenges in breakout rooms. This fosters communication skills and allows learners to solve problems together, simulating real-world teamwork.
  7. Track and analyse progress: Use data to optimise your gamification strategies. Analytics help identify what works, where learners are struggling, and how to improve game design for better outcomes.

How Digital Samba supports gamified online learning

Digital Samba is a GDPR-compliant video conferencing platform designed for education and training. Here’s how it enhances gamified learning:

  • Breakout rooms: Perfect for small-group games and collaborative challenges. Educators can create timed problem-solving competitions or role-play scenarios in different rooms. This encourages peer interaction, critical thinking, and collaboration among learners.
  • Live polls and Q&A: Add interactivity to lessons and gauge learner participation. Use them to quiz learners mid-session or crowdsource opinions in real time. This creates a two-way learning environment where everyone feels heard.
  • Content library: Share visual and game-based learning assets. Educators can upload interactive PDFs, videos, or slides with embedded quizzes. It becomes a central hub for accessing rewards-based and gamified content during or after class.
  • Hand raise and role control: Create competitive answering rounds. Instructors can assign speaking rights based on fastest hand raises, simulating a 'buzz in' game format. This promotes quick thinking and active participation.
  • Whiteboard: A visual tool for interactive challenges and drawing games. Teachers can run drawing-based quizzes like Pictionary or diagram labelling games. It's especially useful for visual learners who benefit from spatial representations.

With tools tailored for fun and effective e-learning, Digital Samba makes it easy to integrate gamification elements into any online session.

The final level – bringing fun back into online learning

Gamification isn’t just about games — it’s about transforming the learning experience to motivate, engage, and retain students. By using rewards, achievements, and real-time collaboration, e-learning becomes a system that learners genuinely want to return to.

Video conferencing platforms like Digital Samba take gamification to the next level by offering interactive, live tools that make lessons feel like dynamic, shared experiences rather than static webinars.

Whether you're a teacher, corporate trainer, or student, gamified online learning opens up a world of possibilities for more effective and enjoyable education.

So let’s move beyond passive learning. Let’s make learning a game worth playing.

References

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  2. Nalan Aksakal, Theoretical View to The Approach of The Edutainment, Procedia - Social and Behavioral Sciences, Volume 186, 2015, Pages 1232-1239, ISSN 1877-0428
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