leveraging the latest in brain science to deliver the next generation of elearning
DESCRIPTION
With the explosion in brain research over the past 10 years, scientists know more about the brain than ever before. Consumer brain training software designed to improve memory, attention, cognitive ability and more has hit the market with a vengeance. How is this same research set to change the world of corporate learning and eLearning solutions? What does the next generation of eLearning look like? Armed with the latest research from the world renowned Rotman Research Institute, join Christine to learn about the 3 key areas of brain research that are expected to have the most impact on corporate eLearning and how the latest research is being applied in eLearning tools in the workplace. You will gain real corporate examples of improvements in knowledge retention, learning transfer and the bottom-line. Christine Tutssel, SVP of Strategic Initiatives, AxonifyTRANSCRIPT
Christine Tutssel SVP of Strategic Initiatives
Axonify
Leveraging the Latest in Brain Science & Gamification to Deliver the Next Generation of eLearning
Session Agenda
• Advances in brain science
• The rise of gamification
• Impact on the future of corporate learning
• Bottom-line results
• Q&A
The Challenge
Employees aren’t remembering and applying what they need to know to do their jobs effectively.
Traditional Corporate Learning
2 Significant
advancements are
transforming
Corporate learning
New Research in
Brain Science
The Rise of
Gamification of
Learning
2 Significant
advancements are
transforming
Corporate Learning
The Rise of
Gamification of
Learning
New Research in
Brain Science
The 1st impactful shift
Scientists know more about the brain than ever before.
Advancements in research have resulted in scientists knowing more about the brain than ever before.
Three core concepts being applied to eLearning to drive retention
Spaced Repetition
Also known as interval reinforcement.
Retrieval Practices
The questioning format.
Contributes to long term retention.
Confidence-Based Assessment
Spacing
Long-term retention is improved as the spacing between repetitions increases.
Spaced Repetition
Exposing employees to ideas 3 times over 30 days, versus 1 time over 30 days.
3 Times After 30 Days
1 Time After 30 Days
10%
50%
90%
DAYS 1 2 3 4 5
KN
OW
LED
GE
RET
AIN
ED
10 15 20 25 30
Retention Increases Up To
90%
Training Event 1 2 3
Spaced (vs. crammed) practice leads to better learning.
Pro
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rtio
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Intervening Items
0.67
0.81 0.83
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Re-Study Condition
Retrieve Condition
Spaced (vs. crammed) practice leads to better learning.
Pro
po
rtio
n R
ecal
led
Intervening Items
0.67
0.81 0.83
0.71
0.95 0.99
0
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Re-Study Condition
Retrieve Condition
Repeated Retrieval
Repeated retrieval is more effective for long term retention than repeated study.
Repeated retrieval leads to better learning.
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Study Repeated Study Concept Mapping Retrieval Practice
Pro
po
rtio
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orr
ect
Source: 2011 study by Jeffrey D. Karpicke, Department of Psychological Sciences, Purdue University
“When combined, spaced repetition and retrieval practices deliver the optimal environment for retention.” Dr. Alice Kim Rotman Research Institute at Baycrest
Confidence-Based Assessment
The use of a confidence-based learning methodology: o Has shown better knowledge retention
and knowledge acquisition.
o Triggers an emotional reaction, which assists with long-term retention.
KNOWLEDGE 5
30
Misinformed Mistakes
Mastery Smart Action
Uninformed Paralysis
Doubt Hesitation
Source: Dr. James Bruno Confidence-Based Learning Methodology, UCLA
CO
NFI
DEN
CE
More effective knowledge acquisition & retention
15-20%
2 Significant
advancements are
transforming
Corporate learning
New Research in
Brain Science
The Rise of
Gamification of
Learning
The 2nd impactful shift
2013 2018
*Compound
Annual Growth
Rate (CAGR) =
67.1%
$421.2 Million
$5.502 Billion
*MarketsandMarkets Report
Gamification adoption is set to change the dynamics of employee engagement, rewards and recognition globally.
The Rise of Gamification
What is this “game” stuff?
Gamification Game-based Learning
Simulation Learning
The use of gaming elements integrated into a training program aligned with corporate goals to promote change in behavior.
The use of a game to teach knowledge, skills & abilities to learners using a self-contained space.
A realistic, controlled-risk environment where learners can practice specific behaviors & experience impacts of their decisions.
Gamification is using game-based mechanics,
aesthetics and game thinking to engage people, motivate action, promote learning and solve problems.
What is this “game” stuff?
Gamification uses elements of the game, but is not the game in-and-of itself.
What is this “game” stuff?
Examples of game elements used in Gamification that aid in learning:
1. Story 2. Challenge 3. Mystery 4. Characters/Avatars 5. Level 6. Feedback 7. Replayability 8. Freedom to Fail 9. Aesthetics 10. Time 11. Reward Structures
Data by gamification element
• Game Play
• Leaderboard – Personal & Team
• Rewards – Auction with Prizes
• Report Card
• Avatars (Coaches)
• News Feed/Like
• Content Crowdsourcing
Data based on:
Learners
150k+
Game Mechanic: Game Play
FACT: Game play increases participation & knowledge growth, which leads to greater learning.
Variety of Games is Important
Select a game
67%
20+ Brain & arcade-style games
Game Mechanic: Leaderboard
FACT: The Leaderboard is the most accessed game mechanic, driving competitiveness and social connectedness.
Important to have personal and team leaderboards
25% Check daily
Game Mechanic: Rewards
FACT: It’s essential to measure success & gain real world value.
Auction
37% Of learners click when an Auction item is shown in the hub.
Least Popular
(3%)
Most Popular (22%)
Game Mechanic: Avatars
FACT: In a gamified learning environment, learners respond better to the term “Coach”.
A variety of Avatar options is important
82% Select “Coach”
Game Mechanic: Social
FACT: Providing a forum to engage socially and contribute content is powerful.
News feeds & content crowdsourcing drives engagement
15% Engage with the News Feed daily.
21% Click through rate for Tell-a-Friend feature.
INTRODUCING SOME BOTTOM-LINE RESULTS
Impact of combining Brain Science with Gamification
Group A: Axonify Pilot Group B: Control Group
Both groups started with a
48% knowledge score.
Increased Sales
>50% Increased Confidence & Product Knowledge
Participation
Voluntary Participation
Informed Employees
95%
Prefer Axonify Learning Method
82%
Ethicon sales reps are more confident in their
product knowledge and as a result sell
more..
Bottom-line results at Ethicon.
Ethicon
Bottom-line results at Capital BlueCross.
Happier Employees
“”It’s an easy system to use and a lot of fun. Last
night I went home and looked through the
materials so that I was prepared.”.
Business Impact
66% Reduction In Errors
Knowledge Lifts
Knowledge Improvements
40%
Capital BlueCross
Bottom-line results at Bloomingdale’s.
Bloomingdales
Results
86.6% Increase in confidence
Associate Feedback
Diverse Workforce
Bloomingdale’s employees represent
4 different generations and many cultures &
languages.
85.6% Stated that gamification increased their participation in learning
41% Reduction in safety claims
Bottom-line results at Bloomingdale’s.
Walmart
Results
54% Safety Incident Reduction
Application Safer Employees
I know that Axonify has positively
impacted our safety performance, it’s a
quick, simple way to keep safety top of
mind. - DC Manager
Employees Using Axonify
70,000+
120 Distribution Centers
Introducing a new era of corporate eLearning that leverages how the brain actually works.
QUESTIONS & ANSWERS Thank You