astd za 2015 #gamification in learning presentation
TRANSCRIPT
Using
GAMIFICATIONto shape the talent landscape for 2030
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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
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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
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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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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
The Psychology of Optimal ExperienceMihály Csíkszentmihályi
Lo w Skills H i gh
Ch
alle
nge
s
H i gh Anxiety
I n c r e a s i n g S k i l l s
Boredom
Incr
easi
ng
C
hal
len
ge
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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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