A lot of e-learning these days is still nothing more than QAC: Questions Answers and Consequences... But real games are so addictive because they make players WORK and undertake actions in order to receive items (objects). When you start playing a game, you might have nothing more than just your body and the ability to move (walk up, down, left and right), potentially to press buttons or even jump. But in more advanced games, or after 'clearing' a room, you might find a book, a stick, or a sword to fight off enemies. Or a potion that will - temporarily - increase your jumping skills, speed, or other 'power ups'...
So when I mention 'objects' as a mechanic - really try to interpret it in a way that it serves your goal as a game designer and apply it in a relevant way for the player, within the context or theme of your game.
Now, how can you apply this in your e-learning...? Well... often you just can't... But imagine answering three questions right, and you receive a token that gives you extra time, or a hint you can use for harder questions...? Or imagine that you need a code to progress that you can only receive if you battle one of your colleagues? These are mechanics that are often not available in Scorm or other standard e-learning tools. But if you really want to make an impact, these are the mechanics that enrich your e-learning in a way that they make a lasting impression...
So try considering a serious game company to build that part for you, I know of a gamified platform that actually enables you to do just that if you like. Contact me for details if you like Bart Hufen #gamification #elearning