{"id":10462,"date":"2022-05-02T06:24:03","date_gmt":"2022-05-02T06:24:03","guid":{"rendered":"https:\/\/tesseractlearning.com\/?p=10462"},"modified":"2025-10-15T04:54:39","modified_gmt":"2025-10-15T04:54:39","slug":"vark-model-in-elearning-gamification-for-effective-corporate-virtual-training-solutions","status":"publish","type":"post","link":"https:\/\/tesseractlearning.com\/blogs\/view\/vark-model-in-elearning-gamification-for-effective-corporate-virtual-training-solutions\/","title":{"rendered":"VARK Model In eLearning Gamification For Effective Corporate Virtual Training Solutions"},"content":{"rendered":"<div class=\"text-textBlack px-4\" data-v-6b5d3376=\"\">\n<div data-v-6b5d3376=\"\">\n<div>\n<div class=\"text-base markdown-body\">\n<h2>Summary:<\/h2>\n<p>With ever-increasing workplace training costs, it is a challenge to devise a virtual training solution that is engaging for all employees. In this article, we will explore the effectiveness of gamification in eLearning to deliver unparalleled training experiences across all learning styles.<\/p>\n<h2>How To Deliver Effective eLearning Gamification<\/h2>\n<p>The companies aim to carve out a training program that reduces the learning curve and increases ROI. A dynamic virtual training solution should cater to everyone\u2019s training needs and learning styles.<\/p>\n<p>The use of gamification in eLearning makes the corporate training module highly effective. It is found engaging by many employees irrespective of their learning style.<\/p>\n<h2>Gamification In eLearning<\/h2>\n<p>Let\u2019s get to know about the gaming elements in eLearning. The common concepts are game-based learning and gamification, which are sometimes used interchangeably by many of us. However, there is a difference.<\/p>\n<p>Game-based learning refers to an active learning experience within a game framework. In comparison, gamification is a process of incorporating game elements into the\u00a0<a href=\"https:\/\/tesseractlearning.com\/?utm_source=Tesseractlearning&amp;utm_medium=Blog&amp;utm_campaign=Website&amp;utm_id=Google\">virtual training solution<\/a>. Both game-based learning and gamification help to increase engagement and training outcomes.<\/p>\n<p>\u201cPlay is our brain\u2019s favorite way of learning,\u201d said poet, essayist, and naturalist Diane Ackerman.<\/p>\n<p>Therefore, it is not surprising that the majority of employees find gamification in eLearning more engaging and motivating. There is no better way of motivation than the experience of joy in what we do. The same applies to corporate learning and no other method can bring more joy than gamification.<\/p>\n<p>But what makes gamification in eLearning a favorite among people with varied learning styles? We will take into consideration the VARK model to understand this aspect. Gamification caters to all learning styles as elucidated by the VARK model.<\/p>\n<h2>VARK Model<\/h2>\n<p>The VARK model identifies four main types of learners based on their learning styles: visual, auditory, reading\/writing, and kinesthetic. It was introduced by educational theorist Neil Fleming in 1987. VARK stands for Visual, Aural, Reading, and Kinesthetic. Let\u2019s look into each of them.<\/p>\n<\/div>\n<\/div>\n<\/div>\n<\/div>\n<div class=\"text-textBlack px-4\" data-v-6b5d3376=\"\">\n<div class=\"text-textPrimary my-2\" data-v-4205305a=\"\" data-v-6b5d3376=\"\"><img decoding=\"async\" class=\"rounded-3xl object-center w-full cursor-default border-[6px] border-orangeLight\" src=\"https:\/\/teswebsite.tesseractlearning.com\/\/uploads\/VARK_Model_5fc31f3a74.png\" alt=\"VARK-Model\" data-v-4205305a=\"\" title=\"\"><\/div>\n<\/div>\n<div class=\"text-textBlack px-4\" data-v-6b5d3376=\"\">\n<div data-v-6b5d3376=\"\">\n<div>\n<div class=\"text-base markdown-body\">\n<h3>Visual<\/h3>\n<p>Visual learners understand and retain information best by seeing. The graphic displays may include illustrations, graphs, diagrams, movies, videos, image-laden handouts, color-coded notes, and so on.<\/p>\n<h3>Audio<\/h3>\n<p>Learners in this category assimilate the information better by hearing it. Podcasts, audiobooks or class recordings, songs, and mnemonics are helpful learning mediums in this category.<\/p>\n<h3>Read\/Write<\/h3>\n<p>Some people learn better by reading and writing information. They find online or offline books, notes, and presentations more effective in understanding a concept.<\/p>\n<h3>Kinesthetics<\/h3>\n<p>Kinesthetic learners gain knowledge by practically doing things. These activities could be experiments, the creation of flashcards, presentations, project construction, etc.<\/p>\n<p>Gamification in eLearning becomes a confluence point for all these learning styles.<\/p>\n<p>\u201cGames aren\u2019t just filler in education. They have the ability to introduce, reinforce, or even assess learning of a given topic.\u201d \u2013 Kara Carrero<\/p>\n<h2>VARK In Gamification For An Impactful Virtual Training Solution<\/h2>\n<h3>Visual<\/h3>\n<p>Gamification provides wide scope for a rich visual feast. The videos or images for scenarios, points\/scores, badges, progress bars, etc. help to create a visual matrix.<\/p>\n<\/div>\n<\/div>\n<\/div>\n<\/div>\n<div class=\"text-textBlack px-4\" data-v-6b5d3376=\"\">\n<div class=\"text-textPrimary my-2\" data-v-4205305a=\"\" data-v-6b5d3376=\"\"><img decoding=\"async\" class=\"rounded-3xl object-center w-full cursor-default border-[6px] border-orangeLight\" src=\"https:\/\/teswebsite.tesseractlearning.com\/\/uploads\/visual_7bca3ae279.png\" alt=\"visual\" data-v-4205305a=\"\" title=\"\"><\/div>\n<\/div>\n<div class=\"text-textBlack px-4\" data-v-6b5d3376=\"\">\n<div class=\"text-textPrimary my-2\" data-v-4205305a=\"\" data-v-6b5d3376=\"\"><img decoding=\"async\" class=\"rounded-3xl object-center w-full cursor-default border-[6px] border-orangeLight\" src=\"https:\/\/teswebsite.tesseractlearning.com\/\/uploads\/visual_1_6cd65878cc.png\" alt=\"visual\" data-v-4205305a=\"\" title=\"\"><\/div>\n<\/div>\n<div class=\"text-textBlack px-4\" data-v-6b5d3376=\"\">\n<div class=\"text-textPrimary my-2\" data-v-4205305a=\"\" data-v-6b5d3376=\"\"><img decoding=\"async\" class=\"rounded-3xl object-center w-full cursor-default border-[6px] border-orangeLight\" src=\"https:\/\/teswebsite.tesseractlearning.com\/\/uploads\/visual_2_24b6aa045f.png\" alt=\"visual\" data-v-4205305a=\"\" title=\"\"><\/div>\n<\/div>\n<div class=\"text-textBlack px-4\" data-v-6b5d3376=\"\">\n<div data-v-6b5d3376=\"\">\n<div>\n<div class=\"text-base markdown-body\">\n<h3>Audio<\/h3>\n<p>Gamification includes voiceovers both for instructions and the storyline. There could be audio clips for describing the scenarios or to give cues for the learner to choose an action.<\/p>\n<\/div>\n<\/div>\n<\/div>\n<\/div>\n<div class=\"text-textBlack px-4\" data-v-6b5d3376=\"\">\n<div class=\"text-textPrimary my-2\" data-v-4205305a=\"\" data-v-6b5d3376=\"\"><img decoding=\"async\" class=\"rounded-3xl object-center w-full cursor-default border-[6px] border-orangeLight\" src=\"https:\/\/teswebsite.tesseractlearning.com\/\/uploads\/audio_09d09b2183.png\" alt=\"audio\" data-v-4205305a=\"\" title=\"\"><\/div>\n<\/div>\n<div class=\"text-textBlack px-4\" data-v-6b5d3376=\"\">\n<div data-v-6b5d3376=\"\">\n<div>\n<div class=\"text-base markdown-body\">\n<h3>Read\/Write<\/h3>\n<p>In addition to online screen text, forums, real-time performance feedback, activity feeds, quizzes, etc. highlight the read-and-write aspect of the VARK model.<\/p>\n<\/div>\n<\/div>\n<\/div>\n<\/div>\n<div class=\"text-textBlack px-4\" data-v-6b5d3376=\"\">\n<div class=\"text-textPrimary my-2\" data-v-4205305a=\"\" data-v-6b5d3376=\"\"><img decoding=\"async\" class=\"rounded-3xl object-center w-full cursor-default border-[6px] border-orangeLight\" src=\"https:\/\/teswebsite.tesseractlearning.com\/\/uploads\/read_write_f2403691e5.png\" alt=\"read-write\" data-v-4205305a=\"\" title=\"\"><\/div>\n<\/div>\n<div class=\"text-textBlack px-4\" data-v-6b5d3376=\"\">\n<div data-v-6b5d3376=\"\">\n<div>\n<div class=\"text-base markdown-body\">\n<h3>Kinesthetics<\/h3>\n<p>Activities in eLearning enhance personalized learning experiences. It could include games like \u201cScrabble,\u201d finding the words, etc. Additionally, the learner\u2019s choice of action could define the movement of the storyline.<\/p>\n<p>There can be an activity to check the learner\u2019s understanding before enforcing the knowledge itself. For example, the following activity lets the learner explore the understanding of equity and equality before listing them out, unlike in the traditional eLearning method.<\/p>\n<\/div>\n<\/div>\n<\/div>\n<\/div>\n<div class=\"text-textBlack px-4\" data-v-6b5d3376=\"\">\n<div class=\"text-textPrimary my-2\" data-v-4205305a=\"\" data-v-6b5d3376=\"\"><img decoding=\"async\" class=\"rounded-3xl object-center w-full cursor-default border-[6px] border-orangeLight\" src=\"https:\/\/teswebsite.tesseractlearning.com\/\/uploads\/Kinesthetics_c4585400b9.png\" alt=\"Kinesthetics\" data-v-4205305a=\"\" title=\"\"><\/div>\n<\/div>\n<div class=\"text-textBlack px-4\" data-v-6b5d3376=\"\">\n<div data-v-6b5d3376=\"\">\n<div>\n<div class=\"text-base markdown-body\">\n<p>There is no end to the list of activities to engage the learner through gamification in eLearning.<\/p>\n<\/div>\n<\/div>\n<\/div>\n<\/div>\n<div class=\"text-textBlack px-4\" data-v-6b5d3376=\"\">\n<div class=\"text-textPrimary my-2\" data-v-4205305a=\"\" data-v-6b5d3376=\"\"><img decoding=\"async\" class=\"rounded-3xl object-center w-full cursor-default border-[6px] border-orangeLight\" src=\"https:\/\/teswebsite.tesseractlearning.com\/\/uploads\/Kinesthetics_1_3fded2a515.png\" alt=\"Kinesthetics\" data-v-4205305a=\"\" title=\"\"><\/div>\n<\/div>\n<div class=\"text-textBlack px-4\" data-v-6b5d3376=\"\">\n<div data-v-6b5d3376=\"\">\n<div>\n<div class=\"text-base markdown-body\">\n<p>Gamification has all the characteristics that appeal to learners as specified in the VARK model. Organizations can customize the proportion of visuals, audio, text, and activities depending on the need of the topic.<\/p>\n<p><a href=\"https:\/\/tesseractlearning.com\/compliance-training?utm_source=Tesseractlearning&amp;utm_medium=Blog&amp;utm_campaign=Website&amp;utm_id=Google\">Corporate compliance training<\/a>, products and services training, and skills development training are a good fit for the use of gamification in eLearning as a virtual training solution.<\/p>\n<p>\u201cScientists have recently determined that it takes approximately 400 repetitions to create a new synapse in the brain\u2014unless it\u2019s done with play, in which case, it takes between 10 and 20 repetitions!\u201d \u2013 Dr. Karen Purvis<\/p>\n<h2>Conclusion<\/h2>\n<p>What if we say that you can author a gamification eLearning experience with our agile\u00a0<a href=\"https:\/\/kredolearning.com\/?utm_source=Tesseractlearning&amp;utm_medium=Blog&amp;utm_campaign=Website&amp;utm_id=Google\" target=\"_blank\" rel=\"noopener\">learning platform KREDO<\/a>? Sounds improbable? It\u2019s true.<\/p>\n<p>Trusting your corporate training goals to a reliable partner is no more a waiting game. Leverage the services of the Top eLearning Gamification Company three years in a row, and a Brandon Hall Smartchoice Preferred Solution Provider two years in a row.<\/p>\n<p>If you wish to know how our services and solutions can give an edge to your corporate training, write to us directly at\u00a0<a href=\"mailto:suresh@tesseractlearning.com\">suresh@tesseractlearning.com<\/a>\u00a0or contact us.<\/p>\n<\/div>\n<\/div>\n<\/div>\n<\/div>\n","protected":false},"excerpt":{"rendered":"<p>Summary: With ever-increasing workplace training costs, it is a challenge to devise a virtual training solution that is engaging for all employees. In this article, we will explore the effectiveness of gamification in eLearning to deliver unparalleled training experiences across all learning styles. How To Deliver Effective eLearning Gamification The companies aim to carve out a training program that reduces the learning curve and increases ROI. A dynamic virtual training solution should cater to everyone\u2019s training needs and learning styles. The use of gamification in eLearning makes the corporate training module highly effective. It is found engaging by many employees irrespective of their learning style. Gamification In eLearning Let\u2019s get to know about the gaming elements in eLearning. The common concepts are game-based learning and gamification, which are sometimes used interchangeably by many of us. However, there is a difference. Game-based learning refers to an active learning experience within a game framework. In comparison, gamification is a process of incorporating game elements into the\u00a0virtual training solution. Both game-based learning and gamification help to increase engagement and training outcomes. \u201cPlay is our brain\u2019s favorite way of learning,\u201d said poet, essayist, and naturalist Diane Ackerman. Therefore, it is not surprising that the majority of employees find gamification in eLearning more engaging and motivating. There is no better way of motivation than the experience of joy in what we do. The same applies to corporate learning and no other method can bring more joy than gamification. But what makes gamification in eLearning a favorite among people with varied learning styles? We will take into consideration the VARK model to understand this aspect. Gamification caters to all learning styles as elucidated by the VARK model. VARK Model The VARK model identifies four main types of learners based on their learning styles: visual, auditory, reading\/writing, and kinesthetic. It was introduced by educational theorist Neil Fleming in 1987. VARK stands for Visual, Aural, Reading, and Kinesthetic. Let\u2019s look into each of them. Visual Visual learners understand and retain information best by seeing. The graphic displays may include illustrations, graphs, diagrams, movies, videos, image-laden handouts, color-coded notes, and so on. Audio Learners in this category assimilate the information better by hearing it. Podcasts, audiobooks or class recordings, songs, and mnemonics are helpful learning mediums in this category. Read\/Write Some people learn better by reading and writing information. They find online or offline books, notes, and presentations more effective in understanding a concept. Kinesthetics Kinesthetic learners gain knowledge by practically doing things. These activities could be experiments, the creation of flashcards, presentations, project construction, etc. Gamification in eLearning becomes a confluence point for all these learning styles. \u201cGames aren\u2019t just filler in education. They have the ability to introduce, reinforce, or even assess learning of a given topic.\u201d \u2013 Kara Carrero VARK In Gamification For An Impactful Virtual Training Solution Visual Gamification provides wide scope for a rich visual feast. The videos or images for scenarios, points\/scores, badges, progress bars, etc. help to create a visual matrix. Audio Gamification includes voiceovers both for instructions and the storyline. There could be audio clips for describing the scenarios or to give cues for the learner to choose an action. Read\/Write In addition to online screen text, forums, real-time performance feedback, activity feeds, quizzes, etc. highlight the read-and-write aspect of the VARK model. Kinesthetics Activities in eLearning enhance personalized learning experiences. It could include games like \u201cScrabble,\u201d finding the words, etc. Additionally, the learner\u2019s choice of action could define the movement of the storyline. There can be an activity to check the learner\u2019s understanding before enforcing the knowledge itself. For example, the following activity lets the learner explore the understanding of equity and equality before listing them out, unlike in the traditional eLearning method. There is no end to the list of activities to engage the learner through gamification in eLearning. Gamification has all the characteristics that appeal to learners as specified in the VARK model. Organizations can customize the proportion of visuals, audio, text, and activities depending on the need of the topic. Corporate compliance training, products and services training, and skills development training are a good fit for the use of gamification in eLearning as a virtual training solution. \u201cScientists have recently determined that it takes approximately 400 repetitions to create a new synapse in the brain\u2014unless it\u2019s done with play, in which case, it takes between 10 and 20 repetitions!\u201d \u2013 Dr. Karen Purvis Conclusion What if we say that you can author a gamification eLearning experience with our agile\u00a0learning platform KREDO? Sounds improbable? It\u2019s true. Trusting your corporate training goals to a reliable partner is no more a waiting game. Leverage the services of the Top eLearning Gamification Company three years in a row, and a Brandon Hall Smartchoice Preferred Solution Provider two years in a row. If you wish to know how our services and solutions can give an edge to your corporate training, write to us directly at\u00a0suresh@tesseractlearning.com\u00a0or contact us.<\/p>\n","protected":false},"author":2,"featured_media":10463,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[96],"tags":[],"ppma_author":[120],"class_list":["post-10462","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-digital-learning"],"authors":[{"term_id":120,"user_id":2,"is_guest":0,"slug":"suresh-kumar-dn","display_name":"Suresh Kumar DN","avatar_url":{"url":"https:\/\/tesseractlearning.com\/wp-content\/uploads\/2025\/09\/8507394a71dfa0845a23b03d6aa2d5c2.jpeg","url2x":"https:\/\/tesseractlearning.com\/wp-content\/uploads\/2025\/09\/8507394a71dfa0845a23b03d6aa2d5c2.jpeg"},"author_category":"1","first_name":"","last_name":"","user_url":"","job_title":"","description":"<div class=\"hero__profile-description\">Suresh is a learning professional with 17+ years of experience in strategizing and providing learning solutions for varied customer requirements. He works with several global customers to understand their learning and training needs and propose optimal learning solutions to enhance employees\u2019 performance. He is the CEO of Tesseract Learning. He can be reached at\u00a0suresh@tesseractlearning.com.<\/div>"}],"_links":{"self":[{"href":"https:\/\/tesseractlearning.com\/wp-json\/wp\/v2\/posts\/10462","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/tesseractlearning.com\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/tesseractlearning.com\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/tesseractlearning.com\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/tesseractlearning.com\/wp-json\/wp\/v2\/comments?post=10462"}],"version-history":[{"count":1,"href":"https:\/\/tesseractlearning.com\/wp-json\/wp\/v2\/posts\/10462\/revisions"}],"predecessor-version":[{"id":10464,"href":"https:\/\/tesseractlearning.com\/wp-json\/wp\/v2\/posts\/10462\/revisions\/10464"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/tesseractlearning.com\/wp-json\/wp\/v2\/media\/10463"}],"wp:attachment":[{"href":"https:\/\/tesseractlearning.com\/wp-json\/wp\/v2\/media?parent=10462"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/tesseractlearning.com\/wp-json\/wp\/v2\/categories?post=10462"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/tesseractlearning.com\/wp-json\/wp\/v2\/tags?post=10462"},{"taxonomy":"author","embeddable":true,"href":"https:\/\/tesseractlearning.com\/wp-json\/wp\/v2\/ppma_author?post=10462"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}