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eLearning and Gamification –a Perfect Match

Hadas Kasher, VP Business Development

A New Culture of Learning with the Employee at its center• 84% of executives view learning as an

important issue• Employees expect dynamic, self-

directed, continuous learning• Consumer-centric learning (e.g.

Lynda.com) puts employees in charge

Global Human capital trends 2016 - Deloitte

1% of a workweek is left for L&D

CONTINOUS EMPLOYEE CENTRIC LEARNING

GAMIFICATION: IS IT A GAME?A FITBIT FOR WORK

• Encouraging performance & learning

• Benchmarks, personal records• Friendly personal and team

competitions

GAMIFICATION

The use of game mechanics and experience design to digitally engage and motivate people, driving the achievement of business goals

WORK IS CHANGING:

Addressing alignment and engagement in real time

ALIGNCompany goals

match KPIs

TRACKSet goals & give

feedback

IMPROVECoach and learn

THE EMPLOYEE JOURNEY

Onboarding

Career Development

Social connectedness

PerformanceImprovement

PersonalGrowth

Learning

AN ENGAGEMENT LAYER AT WORK: GAMIFICATION

Social Feeds

Gam e Narra tive –m etaphor for achievem ent

Leaderboards and badges

Learn ing and tra in ing activitie s

Reflect on pe rform ance wth rea l tim e KPIs

Next Best Action

ELEARNING & GAMIFICATION

• Completion • Feedback• Recognition• Fast-paced• On-the job

Micro learning – Goldfish Attention Span

Gamification can: • Track the use of micro-learning • Encourage the use of micro-

learning through calls to action • Provide much needed

recognition and social proof

Great combinations of eLearning & Gamification1. On-the-job training2. In-class3. On-boarding4. Refresher and compliance

CASE STUDIES

• eLearning: 3X more learning completion

• Call Center: sales KPIs up 10%• Contact Center: + 10% in

customer service KPIs• Tool Adoption: %90 recommend

using gamification • Onboarding: 85% completion

rate

eLearning Gamified

ENTERPRISE READY: A “WEARABLE” FOR WORK

HOME-GROWN SYSTEMS

SCHOOLS FIRST CASE STUDY

NEEDS• User-friendly course content development• Data tracking for progress, completion etc• A reporting interface • System-generated e-mail communications• Integration with SumTotal Results On Demand

ROI: 85% of frontline employees completing all learning tasks.

“We originally envisioned that only new employees would use the system.. What happened next was almost surprising: quite a number of veteran employees went into the game… and completed all the levels, refreshing their knowledge”.

Jamie Deno, Learning and Development Manager, SchoolsFirst FCU

MEASUREMENT & ANALYTICS

USING NARRATIVES TO FIT BUSINESS NEEDS

CITYLearning & onboarding

SCAVENGERKnowledge & train

GLOBAL EXPLORER

Learning

RACEPerformance

Gamification 2.0

Socia l Psychology

In trinsic m otiva tion

Even t based m icro-learn ing

Com pelling narra tive

Segm enta tion , pe rsona liza tion

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