Employees need constant training and education. Company often choose to plan their educational programs following the standard example of the school systems, built around frontal lessons and evaluation tests.

Unfortunately this is poorly effective, especially because the tradition educational methods are unable to involve people in the learning process.

Yet, even in the world of school education, some institutions decided to change the game and transformed education into something exciting. They did it using gamification.

Who are them? And what did they do?

These are 2 examples that companies should follow.


Kaplan University is a US-based university that’s also based on distance learning. The management has understood the importance of ‘doing something new’ to encourage a greater participation by students. That’s why the developed a gamification program called ‘Badgeville’.

It is simple: the activities related to the courses (attendance, examinations, resource sharing, etc.) are transformed into challenges and rewarded with badges.

The program helped the Kaplan University to better understand the behaviors that distinguish the most successful students. They used the data to develop news gamification processes to help other students to adopt the same behaviors.

The results were great. An increased attendance, higher average grades, and a lower percentage of students who did not complete the courses. These results also have an economic edge. Better student performances lead to a higher evaluation of the university, and to a higher number of enrollments.


Located near Seattle, the Pierce County Library is the fourth largest library system in the state of Washington. It has 19 libraries serving about 555,000 people. How can it be an example for small and big companies? Simple. Employees feel education and training as boring. Just what kids usually think about reading!

The Pierce County Library wanted to encourage teenagers to read during the summer vacation. So they develop a gamification program called ‘Teen Summer Challenge’.

It is like an imaginary epic journey, with challenges and rewards.
Young readers can choose the challenges they prefer and track their progress online through a dashboard that displays all participants’ statistics.

Each challenge requires them to do specific activities, not always related to reading like volunteering or trekking. In this way, teenagers are pushed to acquire new skills and strengthen ties with the local community.

The program is open to everyone, but only those who own a library card can actually compete for rewards (like an IPad). This trickhas not only transformed reading into an exciting challenge but has also increased the number of memberships.


Fun and engagement are values that most of all can motivate people to change behaviors. Education and training are no exception.

The gamification offers new ways to achieve better results. No matter if you are a local library, a university or a company.