The play instinct is one of the best motivators for people of all ages. We explain what the buzzword "Gamification" really means – and how you can effectively利用 the play instinct in further education so that your training participants learn with fun and motivation!
What is Gamification?
Gamification is interesting not only for further education, but has been a well-known term in other areas for several years.
Gamification means the transfer of game principles into a non-game environment. (…) Gamification uses our natural play instinct to increase motivation, making even monotonous, unpopular, or complex tasks enjoyable."
(Source: SWR. Gamification: How the play instinct grabs us)
This principle works not only with children: The play instinct can also diminish in adulthood and is evident everywhere in daily life. Social and computer games are typical examples. Maybe you collect bonus points for rewards while shopping, or earn accolades in sports? Wonderful, that too is Gamification!

Not only children like to play: Adults can also be motivated to learn through the play instinct.
How does learning through Gamification work?
There are two types of motivation to learn something new: Either the motivation comes from outside, for example from school or the employer, and you have to learn. Or you want to learn because you benefit from it, for example good grades or a higher professional position.
Gamification aims to provide people with certain incentives and thereby promotes the willingness to learn. Particularly in digital learning, such incentive systems can be implemented very well. Progress indicators, points, or small rewards immediately provide learners with feedback on their learning status and motivate them to continue. This keeps attention higher and the learning process is experienced as active progress.
Incentives can be for example:
Receiving experience points to fill a progress bar.
Unlocking new challenges and levels.
Receiving awards for one's performance.
To receive the incentives, new skills must be learned or solution strategies developed. In short: The player learns quickly, effectively and purposefully – and has fun while doing so!

Games are not just a pastime. We learn strategic thinking, problem-solving, and continuously improving our abilities through games.
How do you use Gamification in further education?
How Gamification can be effectively utilized in further education is explained by Martin Röhsner in an interview for the magazine “Training Aktuell”. I summarize the examples for incentive systems in corporate training for you:
Offer participating employees a small reward if they correctly answer questions in the presence seminar, such as a piece of chocolate.
Promise a special gift if the content has been learned well and retained, such as a book on the seminar topic.
Expand in-person training and offer matching online games or tasks.
You can read the entire interview with Martin Röhsner here: Interview on "Gamification in Further Education"
Gamification in Online Courses
Especially in online expansions, I see many opportunities to implement playful components: I think of online courses with
“awards” at the end of a quiz on the learning material.
“learning levels” with increasing difficulty of the content.
“bonus content” that is unlocked after passing difficult exams.

Motivate your participants in the online course with very special incentives and awaken their play instinct!
Conclusion
Gamification shows that learning becomes significantly more motivating when playful incentives accompany the learning process.
Through points, levels, awards, or small rewards, an additional incentive is created to engage with learning content. Especially in digital learning, such mechanisms help maintain attention and motivation of participants over time.
However, it is important that Gamification does not become an end in itself. The playful elements should always contribute to achieving learning objectives better and meaningfully support the learning process.
When used correctly, Gamification makes further education not only more entertaining but also helps to make learning progress visible and actively involve participants in the learning process.
Updated on 06.03.2026







