elearning and gamification

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eLearning and Gamification – a Perfect Match Hadas Kasher, VP Business Development

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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

Game Narrative –metaphor for achievement

Leaderboards and badges

Learning and training activities

Reflect on performance wth real time 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 training

2. In-class

3. On-boarding

4. 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

Social Psychology

Intrinsic motivation

Event based micro-learning

Compelling narrative

Segmentation, personalization