astd za 2015 #gamification in learning presentation

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Using

GAMIFICATIONto shape the talent landscape for 2030

Passionfor.co

Using

GAMIFICATION

to shape the talent landscape for 2030

Passionfor.co

FUN

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1790 1800 1900 1930

1950 1990 2010

E-Learning Instructor Lead

EDU

CA

TION

Passionfor.co

1790 1800 1900 1930

1950 1990 2010

BU

SIN

ESS

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SO

CIA

L R

EVO

LUTI

ON

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PA

Y P

ER L

AU

GH

Passionfor.co

De

finitio

ns

Games

Activity that one engages in for amusement

Fun

What motivates you to stay engaged

Gamification

Gamification uses the stuff that makes games fun and irresistible and applies this measurably into non-game

contexts. Engaging “players” through Feedback FUN and Friends

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The Socia l Revolution

Gamification is NOT...

Turning everything into a game.

Adding games in the workplace (solitaire etc...)

Converting your training programme into a game (Serious

Games)

Simulations or games during training

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Passionfor.co

Ga

mif

ica

tio

n

Peak of inflated Expectations

Plateau of Productivity

Slope of Enlightenment

Trough of Disillusionment

Technology Trigger

VISIBILITY

Time

Gartner Hype CyclePassionfor.co

TRENDS

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Where IN L&D can gamification be applied

L&D PROCESS (pre-during-post)

L&D LOYALTY PROGRAMMES

INDUCTION PROGRAMMES

LEARNING AND DEVELOPMENT

ASSESSMENT

PERFORMANCE MANAGEMENTPassionfor.co

10 Mechanics

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P a s s i o n

Culture Change

Fun Performance

Theor

y

Practice Change Behaviour

E l e m e n t s

Loyalty

Informal learning

Thinking

Em

ploy

ee E

ngag

em

ent

Customer

engagement

Des

igns

Exciting

Fun

Val

ue

Reward

Player Journey

Level Up

Reviews

Flow

Channe

l

Influ

ence

Ex

citi

ng

Enhancing Work

Exciting

Conn

ectin

g

G a m i f i c a t i o n

Loyalty

Enga

gem

ent

Social

Site

s

Surveys

Gains

Ca Ching

Management

R e p u t a t i o n

Encouragement

Techniques

P e o p l e Eleme

nts

Emotions

Nu

mb

er

Feedback & Unlock

CONTENT

TECHNOLOGY

TECHNOLOGY

WEB

Education

Online COMPUTERS

social

Incr

ea

se p

rod

uct

ivit

y

Classroom

VIRTUAL

t r a i n i n g

Player Journey

Retu

rn o

n In

vest

men

t

S t u d e n t s

learners

activities

Portfolio of Evidence

P4P

software

LMS

E-Learning

Systems

Man

agemen

t

participants

Competent

Knowledge

S k i l l sAttributes

Attitude

Assessors

Moderators

VERIFIERS

Points

Outcomes

Growth

BADGESLEADER BOARDS

COURSE

Cre

dits

ASTD

CIPDSHRMForm

ativeSum

mative

PANEL REVIEW

GAPAltruism

Philanthropy

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