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About The Course

Gamification is often misunderstood as merely playing games. It involves applying game mechanics to nongame settings to influence behavior and performance. A 2024 Harvard Business Review article reported that 89% of employees believed that they would be more productive in a gamified environment. Similarly, a TalentLMS 2019 gamification at work survey found that 89% felt more productive and 88% happier at work with gamification. 

Despite growing adoption, many organizations lack the skills to implement gamification effectively. While deep expertise in game development is not required, the ability to apply gamification concepts from relevant business perspectives is essential. This e-course fills that gap by providing practical frameworks, digital tools, and behavioral insights to build that capability and sustainable productivity. It builds on a 2024 APO training course on gamification and aligns with the promotion of inclusive productivity growth across APO members.

The main objectives of this course are to:

  •  Understand gamification, its evolution, and behavioral psychology, focusing on applying game elements in nongame contexts.
  •  Explore gamification strategies to enhance customer loyalty and employee motivation.
  •  Apply gamification techniques across business functions to increase engagement and productivity.

    
This e-learning course will cover the following modules:

Module 1: Introduction to and history of gamification
Module 2: Behavioral psychology in gamification
Module 3: Personal development and competency mapping for productivity
Module 4: Game mechanisms and motivational design
Module 5: Case studies on customer and employee engagement in business, education, and public services

Important Notes:

  1. Participants who register to take this course and pass the final examination with a score of 70% or higher will be eligible to receive the APO certificate. Please note that the final examination can be taken only once. Therefore, the most appropriate time to take the examination should be chosen carefully. The self-assessment quizzes are for personal evaluation only and are not related to the final examination results.
  2. Participants who perform well in this course and receive the APO certificate will be given preference, on a merit basis, for selection to attend follow-up face-to-face multicountry APO projects on similar topics, when nominated by their NPOs and if slots are available.
  3. Notes 1 and 2 are applicable only to participants from APO member countries. Participants from nonmember countries are welcome to take the course for self-improvement, although they will not have an opportunity to attend the follow-up face-to-face multicountry APO projects.
  4. Each module is in a prerecorded video format in which the expert delivers presentations by explaining each slide. Participants can access the video by clicking on the link provided under the title of each module.

Course Modules

The course will cover the following modules:

Course Introduction
Module 1: Introduction to and history of gamification
Module 2: Behavioral psychology in gamification
Module 3: Personal development and competency mapping for productivity
Module 4: Game mechanisms and motivational design
Module 5: Case studies on customer and employee engagement in business, education, and public services
Final Examination
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Certificate

Experts Biography

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Donghyun Lee

Donghyun Lee is an Adjunct Professor at the College of AI Convergence of INJE University (ROK). He was als..

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