gamechanics talk - indrawan nugroho
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TRANSCRIPT
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The Role of Game & Digital
Media in Human Resources Development
Indrawan Nugroho, Founder & Director of Kubik Training
Presented on
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Traditional Class-Room Learning:
• Long lectures with short activities
• Plenty of slides with massive contents
• Trainers focus on delivering contents
• Module design based on contents (text-book
module)
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Result:
While knowledge test at the end of class may be
high, learning retention was low and lacking
workplace applications.
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Result:
While knowledge test at the end of class may be
high, learning retention was low and lacking
workplace applications.
We need different approach to Class-
Room Training:
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Focus on objectives, not contents.
Contents follow objective. We don't need to
teach them everything in the text book, only
what they need in meeting their work or life
challenges.
By focusing in what they actually need, not only
the learning process is focus, but also
contextually strong, thus increasing learning
retention and applications significantly.
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Stimulate all brain functions
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THINKING
ANALITIS INTUITING
KREATIF
FEELING
EMOSI SENSING
INDERA
WHOLE BRAIN LEARNING
Ned Herman, Brain Dominance
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Result:
• High engagement during sessions
• Higher retention after training
• More likely to apply at work
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CHALLENGE:
It takes 3 days and a small class of 30
participants.
Can we do it for a much BIGGER class of 500
participants in ONE day only, but still able to
achieve the same impact?
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Training delivery must be ‘light’ in order to
reach the wide varieties of the masses, but
the contents should be ‘deep’ enough to
deliver the impact.
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RESULT:
Effective for the masses
Strong message gets across
Emotional impacts
Retention is high
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CHALLENGE:
Lack interaction, audience is passive learner, no
sense of discovery. Learning should be fun and
adventurous. It must also have a sense of discovery
and accomplishment.
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Mission
Curiosity
Exploration
Discovery
Challenges
Accomplishment
Rewards
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RESULT:
Engagement is very high
Retention is stronger
High Work application
Measurable impacts
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LIMITATIONS:
High Production
CostsTechnical Complexities
Scarcity of Talents
Thus, it cannot be easily duplicated
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CHALLENGE:
Reach the masses
Quality standardized
Easily duplicated
Delivered anytime
Low costs
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ANSWER:
ONLINE LEARNING
Problem:
Solitary activity
Knowledge transfer
Linear (tyrany of 'next' button)
Learning needs to be social, because we are all social
learners.
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ANSWER:
ONLINE SOCIAL LEARNING
Problem:
Not necessarily fun
Lacking motivation
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How do you make OSL fun and intrinsically
motivating? One that makes you addicted to
learning, just like the way you get addicted
playing online games?
The answer lies in the question, design it with
gaming elements.
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ANSWER:
ONLINE SOCIAL LEARNING +
GAMIFICATION
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1. Learners have a mission to accomplish
2. Multiple levels with interesting challenges
3. Main quests and side quests with their own rewards
4. Facilitate cooperation as well as competition
5. Curating contents, group discussions, posting ideas,
commenting and ratings
6. Quizzes, essays, action-plan, real-live assignments
7. Points, badges, and leader boards, K-Cash
8. Social Media used for recognition and commitment
ANSWER:
ONLINE SOCIAL LEARNING +
GAMIFICATION
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