It might go without saying, but if you’re an educator, thought leader, expert, consultant, coach, or business owner who wants to make an impact and grow your business, then your number one job is to get your ideas out into the world as effectively as possible.
After all, it’s only once your ideas are out there in other peoples’ hearts and minds that you have a chance to be part of a larger conversation, influence opinions, and start to bring the massive positive change you’re here to make.
Plus when you’re a part of the conversation, your thinking evolves, your ideas improve, and you inspire people you’ve never met to create a movement around your ideas.
The most common ways to get your ideas out there are blogging, books, talks and speeches, podcasts, and social media.
But lately, I’ve been digging more and more into courses as a way to bring more people into my business and immerse them deeply into the world of gamification and behavioral design.
I’ve found that courses make it possible to train and teach in a deeper way that’s more effective than a book, a talk, or a podcast. Plus you can charge a lot more for courses and coaching programs than you can for books. Depending on the value you deliver, you can charge anywhere from several hundred dollars to several thousand dollars per unit, coming in while you sleep.
They’re not anywhere near as time-consuming as traditional consulting, because they’re assets that you create once that keep paying you for life.
And even better, courses give me an unparalleled opportunity to ascend the right people upward to my high-ticket gamification and behavior design certification programs and other premium programs in a way I simply can’t do anywhere else.
What I’ve just described is an incredibly leveraged and profitable income stream, but success actually hinges on a little-known factor that most people never think about when they create a course: the number of students who end up completing it.
You see, when most people set about creating a course, they never think about it from the point of view of student completion. In fact, it usually never occurs to most course creators that students would abandon their course.
But the statistics tell a different story.
In fact, I was shocked to recently learn that the industry average course abandonment rate is actually well above 90% (with some studies even reporting numbers as high as 97%.) In other words, up to 97% of people don’t complete and get results from the courses they buy. 1
There are a lot of reasons why this might happen of course, but in my experience, it mostly comes down to the fact that “traditional” courses, in general, are not particularly gamified and don’t leverage much of the Octalysis framework to keep students engaged. And as a result, they struggle (and ultimately, fail) to keep students motivated, excited, and engaged. Continue reading How to Gamify an Online Course with Octalysis