Have you noticed that a lot of education—whether in a classroom setting or a corporate training environment—is quite boring? While the professors and trainers are smart and competent, they’re also often dull—especially when you have to listen to them talk for multiple hours a week.

Fortunately, thanks to the Hard Trend of gamification, we now have an amazing way to entertain, engage, and cause high levels of focus, all of which accelerates learning. In fact, over the next few years, we will see the gamification of education and training grow in both the academic and business worlds. By making the learning experience dynamic using advanced simulations and skill-based learning systems that are self-diagnostic, interactive, game-like, and competitive, users (participants, employees, etc.) will enjoy an immersive experience that will accelerate learning.

Why is this so needed? Whether we’re talking about a K-12, college, or post-graduate environment, students need to learn a lot of information every day. Even after the formal schooling years, where do business people go? To meetings and trainings. The learning never stops.  And there is an increasing amount to learn every day!

For a quick business example, let’s say you own several Lexus dealerships. Every year there are new car models you and your sales team need to learn about. But the learning doesn’t stop there. You also need to know all about your competitor’s new car models so you can differentiate and sell more of your model.

How do you make sure all of your salespeople have learned everything and can apply what they learned? You could ask them to read it, or you could call yet another meeting and review the specs of each car. Or you can make the learning fun, interactive, engaging, and competitive by making the training a game.

And, better yet, you can deliver the training via everyone’s smart phone or smart tablet, which means you don’t even need a game system or control device. Because you can have advanced simulations with full 3D effects without needing a special display or a new phone or tablet thanks to inner-spatial 3D programming, the type you see on an x-Box 360 where you go into worlds rather than have things stick out at you.  All the training can be done on devices your people already own. You don’t need a new television set, tablet, or phone.

So there is a window of opportunity for the gamification of education and training just waiting to be seized. It’s time to step up and seize it. Training and education is in need of a revolution in how we learn!