gamification certification level ii: asbury thrift store

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Gamification of Asbury Community Thrift Store Dutch Driver Choragus Consulting [email protected] 6/18/22

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Now that you've completed the Gamification Level 2 Course, you can apply to earn your certification from the Engagement Alliance. To do this, you'll need to complete a final project and submit it for publication. It's easy! Choose a non-profit organization, cause-based group or startup for social good. Figure out how gamification can help them, using at least THREE game mechanics and TWO PLAYER TYPES. What we want here is a creative idea. Create a presentation that lays out your idea for how to help. If you're visual, you can illustrate it, or simply describe your ideas. Here's an example of something I developed that's similar on the subject of texting and driving. Notice the creative ideas listed - that's the meat of what we want to see from you. Remember to clearly state the problem you're trying to help them solve and how you're proposing gamification can solve it. Post your proposal publicly to slideshare, and send out a TWEET to the organization and me (@gzicherm) inviting us to review it. Be sure to include the hashtag #gamification and the link to the item. When that's done, complete this form at the Engagement Alliance website.

TRANSCRIPT

Page 1: Gamification Certification Level II: Asbury Thrift Store

Gamification of Asbury Community Thrift Store

Dutch DriverChoragus Consulting

[email protected]

Thursday, April 13, 2023

Page 2: Gamification Certification Level II: Asbury Thrift Store

Problem• On-floor staff lack development in customer service and

teaming skills while clamoring for management attention.

– Personal attention demands of staff on manager– Focus on personal texting– Poor phone skills with customer– Seldom function with team work when loading and unloading

trucks

• Example: Employee answers telephone “Hello” while another employee is texting when a delivery truck is being unloaded.

Page 3: Gamification Certification Level II: Asbury Thrift Store

Solution• The use of employee engagement and gamification methods in

management game, Rocks of Ages, to encourage self-management of staff in pro-social behaviors.– Increase team unity – Boost and reinforce positive towards peers– Extinguish or suppress negative behavior of peers.– Reduce the time demand on store manager

• Example: Employee answers phone “Hello, Asbury Thrift Store. This is Joseph. How may I help you?” and receives a white rock from peer.

• Second employee receives a black rock for personal texting.• Three employees receive gold rock for loading or unloading a delivery

truck.

Page 4: Gamification Certification Level II: Asbury Thrift Store

Game Token Model• Ten whole tickets = redeemed for one white rock

• Ten partial tickets = redeemed for one black rock

• One white rock = a positive karma point

• One black rock = a negative karma point

• One purple rock (individual) = 5 white rocks

• One silver rock (individual) = 20 white rocks

• One gold rock (team) = 10 white rocks

Page 5: Gamification Certification Level II: Asbury Thrift Store

Underlying Magic• Manager or Supervisor retains control of silver and gold rocks• Silver rocks are given to an individual deemed by the monthly

consensus of the store’s employees and managers to be playing Rocks of Ages in good faith effort.

• Each employee gets quota of tickets to give to peers• Employees can use the tickets to redeem for rocks• Employees tear ticket in half to denote negative behaviors• Employees write recipient on back and place in locked box as an

accountability check• Each participant receives a purple stone for giving all of their

tickets out• Individual with positive karma points at end of pay period is

rewarded with access to purchase goods received at 5% discount.

Page 6: Gamification Certification Level II: Asbury Thrift Store

Underlying Magic• Individual name goes on bi-weekly leaderboard to mark progress• Teams are formed for a quarter-long game, “Rocks of Ages”• High performers as measured by karma points are chosen as team leads

and choose team members• They must choose one member with lowest karma score as a team

member and train in positive behaviors. No teams of high achievers allowed.

• Teams with positive karma points at the end of pay period are rewarded with pizza party.

• Locked box is opened at end of the quarter and ticket stubs used to determine teams’ accumulation of black rocks

• Team with the highest score positive score in karma points for the quarter is rewarded by manager’s choice appropriate to team’s achievement.

• Reset scores and teams at the end of each quarter