gamification and the learning experience

36
Using Gamification to Maximize Learner Engagement A. Scott Henry Sr. Director, Product Management ON24, Inc.

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Page 1: Gamification and the Learning Experience

Using Gamification to Maximize Learner Engagement

A. Scott Henry Sr. Director, Product Management ON24, Inc.

Page 2: Gamification and the Learning Experience

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Agenda

• Key Challenges and Trends in Virtual Learning

• Why Gamification

• Gamification and the ON24 Experience

• Q&A

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Challenges Driving Virtual Learning

Global

Over 36% of training professionals say

“distributed workforce” is their biggest challenge.

Usability

Over 26% of users say training system

“usability” is their biggest challenge.

Engagement

Over 82% of training professionals say

“offering more engaging training” is a key benefit

they seek.

Retention

On average, learners forget 70% within 24 hours of the training

experience

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Challenges Driving Virtual Learning

Global

Over 36% of training professionals say

“distributed workforce” is their biggest challenge.

Usability

Over 26% of users say training system

“usability” is their biggest challenge.

Engagement

Over 82% of training professionals say

“offering more engaging training” is a key benefit

they seek.

Retention

On average, learners forget 70% within 24 hours of the training

experience

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Key Trends in Virtual Learning

Blending

Multiple delivery methods in a

uniform experience

Social

Each person at the center of their own personal

learning network

Gamification

Applying the concept of game

playing to everyday activities

Mobile

Access to training wherever,

whenever in a reliable manner

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Key Trends in Virtual Learning

Blending

Multiple delivery methods in a

uniform experience

Social

Each person at the center of their own personal

learning network

Gamification

Applying the concept of game

playing to everyday activities

Mobile

Access to training wherever,

whenever in a reliable manner

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How Gamification Fits

Gamification

Applying the concept of game

playing to everyday activities

Engagement

Over 82% of training professionals say

“offering more engaging training” is a key benefit

they seek.

Retention

On average, learners forget 70% within 24 hours of the training

experience

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Why Gamification: Engagement

• User engagement is directly related to how interactive learners are within the learning experience

• Training programs using gamification improve user engagement by 60%*

* Source: Talent LMS – Gamification Survey Results

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Why Gamification: The Retention Challenge

On average, learners forget 70% of what we teach within 24 hours of a training event*

* Brain Science: Overcoming the Forgetting Curve, April 2014.

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Why Gamification: The Retention Opportunity

Gamification can be used to deliver reinforcement training - maximizing retention with minimal incremental cost

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Gamification – What is it? … NOT

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Gamification – What is it?

gam•i•fi•ca•tion /, gāmifə’kāSHən /

The application of typical elements of game playing (e.g., point scoring, competition with others, rules of play) as a means to engage and motivate the performance of targeted activities.

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Gamification – What is it?

gam•i•fi•ca•tion /, gāmifə’kāSHən /

The application of typical elements of game playing (e.g., point scoring, competition with others, rules of play) as a means to engage and motivate the performance of

targeted activities.

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The Myths

Myth #1: Gamification can “fix” content problems

Reality: Content is still King. Gamification can be used to enhance and reinforce the learner experience, but it is not a replacement (or band-aid) for poor content.

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The Myths

Myth #2: Gamification can be the primary motivator

Reality: Programs that rely on gamification as the primary motivator will not be successful. Extrinsic and intrinsic motivation factors must be looked at holistically - of which, gamification is only one component of many.

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The Myths

Myth #3: Gamification is a panacea for engagement

Reality: Gamification is one tool in a larger arsenal. The end-to-end learner experience should be gauged for engagement.

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ON24 Virtual Learning Environments

Engaging “single point of access” to live webinars, self-paced training, peer collaboration, networking, job aids, and other training materials.

What is a Virtual Learning Environment?

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ON24 Virtual Learning Environments

Focused on Engaging & Interactive User Experiences

• Engaging virtual locations

• Live & self-paced training

• Networking & interactivity

• Multilingual support

• Reporting & analytics

• Gamification

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Networking & Discussion Webcam Scheduled Chat

Gamification & Leaderboards

Role-Based Curriculums

Idea Generation Blogs & Forums

Engagement: 45+ Networking & Interactive Features

ON24 Virtual Learning Environments

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ON24 Virtual Learning and Gamification

User Experience Core Learning

Social / Informal Learning Engagement

Gamification

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How Gamification Fits with VLE

Use Case: New Hire Onboarding

Background: Multinational hospitality provider that recruits and hires recent college graduates. Existing onboarding program is paper-based and disjointed with low completion rates.

Objectives: Provide a gateway from recruitment to onboarding. Build community, instill corporate values / culture, access to mentoring, quick ramp to proficiency.

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How Gamification Fits with VLE

Proficiency Mentoring

Community Culture

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VLE Targeted Activities

General Criteria • Any webcast • Any document • Any location • Any booth • Any group chat • Any survey submitted • Any test passed • Business card exchange

Detailed Criteria • Specific webcast • Specific document • Specific location • Specific booth • Specific group chat • Specific survey submitted • Specific test passed • Specific external activity

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Program-Specific Targeted Activities

• Visit the Preboarding Center ¾ View the Welcome video ¾ Complete required forms ¾ Review Day 1 materials

• Visit the Culture Hub ¾ View Company History ¾ Listen to CEO presentation ¾ Complete Values courses ¾ Take Post-Test

• Visit the Mentoring Center ¾ View program details ¾ Exchange vCards with mentors ¾ Chat with a mentor

• Visit the Community Room ¾ Take part in group chat ¾ Explore volunteer opportunities ¾ Attend off-site activity ¾ Submit program feedback

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How Gamification Fits with VLE

Scavenger Hunt List

1. Visit the Preboarding location

2. View the Welcome To… video

3. Review Day 1 materials

4. Visit the Culture Hub

5. View Company History

6. Listen to CEO presentation

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How Gamification Fits with VLE

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Associate Points with Targeted Activities

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Use Competition as Motivation

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What ON24 Gamification is About Rewarding Learning Activities: Traditional Coursework

Completing Coursework

Passing Tests

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What ON24 Gamification is About Rewarding Learning Activities: Virtual Instruction

Attending a VILT classroom

Participation in a SME Q&A session

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What ON24 Gamification is About Rewarding Learning Activities: Collaboration & Mentoring

Group Collaboration

1on1 Mentoring

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What ON24 Gamification is About Rewarding Learning Activities: Virtual and Physical

Virtual Classroom

Onsite Trainings

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What ON24 Gamification is About Rewarding Learning Activities: Flexible Game Options

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In Closing

• Gamification is an enhancement of learning activities (not an activity itself, like game-based learning)

• Focus gamification usage on engagement and retention

• Gamification is a great mechanism for taking advantage of the interactive learning capabilities of an ON24 Virtual Learning Environment

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Q&A

Page 36: Gamification and the Learning Experience

Using Gamification to Maximize Learner Engagement

A. Scott Henry Sr. Director, Product Management ON24, Inc.