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Adoption and Effects of Gamification Reported

As reported by Tech&Learning
http://www.techlearning.com/blogentry/9986

Original Report
http://www.capterra.com/learning-management-system-software/lms-gamification-research



Key Takeaways include:
  1. Gamification and learning games already have widespread adoption, with 83% and 90% use, respectively
  2. 70% of respondents claimed gamification led to an increase in student scores
  3. 83% of LMS users reported their students retained course content better using gamification
  4. The most popular gamification features were points (85%), progress bars (78%), and levels (76%)
  5. Social gamification features like activity feeds (16%), avatars (24%), and leaderboards (26%) were desired the least by users

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