proof: gamification is impacting business performance

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Frequently  Asked  Ques6ons  

Proof: Gamification is Impacting Business PerformanceKarl  Kapp  Professor,  Bloomburg  University Author:  Gamifica?on  of  Learning  and  Instruc?on

•  Professor  of  Instruc?onal  Technology  and  the  Director  of  the  Ins?tute  

for  Interac?ve  Technologies  –  Bloomsburg  University

•  Lynda.com  Author:  The  Gamifica?on  of  Learning    &  How  to  Increase  

Learner  Engagement

•  Author:  The  Gamifica?on  of  Learning  and  Instruc?on

•  Contributor:  Learning  Solu?ons  Magazine,  ATD,  Chief  Learning  Officer

•  Interviewed:  Wall  Street  Journal,  Forbes  Online,  Gamasutra  

Introducing:  Karl  Kapp

October  18,  2016  6  

Agenda

•  Are  you  asking  the  right  ques:ons?  

•  Findings  from  meta-­‐analysis  research  study  

•  Real  world  applica:ons:  Toyota  and  Walmart  

•  Findings  from  3  original  research  studies  

Are  you  asking  the  right  ques?ons?

October  18,  2016  8  

October  18,  2016  9  

Ques?ons  you  might  be  asking  …

•  Can  we  use  games  in  our  LMS?

•  Do  both  genders  play  games?

•  Isn’t  gamificaton  an  age  thing?  Young  folks  like  games,  older  folks  don’t.

•  Can  we  get  a  game  custom-­‐built  for  our  environment?

•  Can  I  gamify  my  exis?ng  content?

•  Will  leaderboards  work  in  my  environment?

•  What  if  our  employees  aren’t  interested  in  playing  games?

October  18,  2016  10  

Ques?ons  you  should  be  asking  …

•  Are  our  employees  lacking  cri?cal  knowledge  due  to  low  engagement  in  learning?

•  Can  gamifica?on  elements  impact  the  level  of  employee  engagement?

•  Do  these  elements  lose  their  appeal  over  ?me?

•  What  behaviors  are  we  trying  to  encourage  by  using  gamifica?on?  

•  What  business  outcomes  do  these  behaviors  impact?

•  Is  gamifica?on  enough?

What  do  we  know?

October  18,  2016  11  

55%     20%    of  corpora:ons  use  games  for  learning.2  

By  2020,  learning  or  “serious”  games  is  predicted  to  reach  

$5.5  Billion    (CAGR  =  16%)3    

of  teachers  use  games  in  the  classroom  on  a  

weekly  basis.1    

1  Teachers  Surveyed  2013                      2  Associa5on  for  Talent  Development  2014                3  Serious  Game  2015  

October  18,  2016  12  

FACT:    48%  of  adults  over  the  

age  of  50  play  video  games.

 Gamers  Over  50:  You’re  Never  Too  Old  to  Play  hQp://www.theesa.com/newsroom/Elder_Gamer_Fact_Sheet.pdf    

70%  

40%  24%  

Laptop   Mobile  Device   Console  

 Gamers  Over  50:  You’re  Never  Too  Old  to  Play  hQp://www.theesa.com/newsroom/Elder_Gamer_Fact_Sheet.pdf    

80%  of  gamers  over  50  play  on  a  weekly  basis:

Women  and  Game  Play

October  18,  2016  14  

Women  age  18  or  older  represent  a  significantly  greater  por:on  of  the  game-­‐playing  popula:on  (33%)  than  boys,  age  18  or  younger  (15%).  

of  gamers  are  female

44%

average  age  of  frequent  female  game  player

43

October  18,  2016  15  

FACT:    Gamifica?on  is  something  

you  need  to  pay  acen?on  to.

24  studies  analyzed  to  answer  the  ques?on:  Does  Gamifica0on  Work?

J.  Hamari,  J.  Koivisto  and  H.  Sarsa,  "Does  Gamifica:on  Work?  -­‐-­‐  A  Literature  Review  of  Empirical  Studies  on  Gamifica:on,"  2014  47th  Hawaii  Interna5onal  Conference  on  System  Sciences,  Waikoloa,  HI,  2014,  pp.  3025-­‐3034.  doi:  10.1109/HICSS.2014.377  URL:  hQp://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6758978&isnumber=6758592  

•  Depends  on  context  and  user  characteris?cs •  In  other  words:

– Who  is  par?cipa?ng? – Where  are  they  par?cipa?ng? – What  is  their  mo?va?on?

– How  does  the  gamified  system  func?on?

J.  Hamari,  J.  Koivisto  and  H.  Sarsa,  "Does  Gamifica:on  Work?  -­‐-­‐  A  Literature  Review  of  Empirical  Studies  on  Gamifica:on,"  2014  47th  Hawaii  Interna5onal  Conference  on  System  Sciences,  Waikoloa,  HI,  2014,  pp.  3025-­‐3034.  doi:  10.1109/HICSS.2014.377  URL:  hQp://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6758978&isnumber=6758592  

Yes,  but…

Also…

October  18,  2016  18  

Problems  with  studies:  

–  Many  had  N  of  20  or  less

–  Many  were  qualita?ve

–  Many  relied  solely  on  user  evalua?on

J.  Hamari,  J.  Koivisto  and  H.  Sarsa,  "Does  Gamifica:on  Work?  -­‐-­‐  A  Literature  Review  of  Empirical  Studies  on  Gamifica:on,"  2014  47th  Hawaii  Interna5onal  Conference  on  System  Sciences,  Waikoloa,  HI,  2014,  pp.  3025-­‐3034.  doi:  10.1109/HICSS.2014.377  URL:  hQp://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6758978&isnumber=6758592  

Gamifica?on  in  the  real  world:  Toyota  Motor  Sales

October  18,  2016  19  

Toyota Motor Sales USA•  The  US  sales,  distribu:on  

and  marke:ng  unit  for  Toyota,  Lexus  and  Scion  brands  

•  Over  1,500  dealerships  throughout  the  US  

Challenges

•  Consumers  have  become  so  well  educated  that  they  ofen  arrive  in  the  showroom  knowing  more  than  the  sales  reps

•  Tradi?onal  methods  of  impar?ng  sales  knowledge  (webinars,  videos,  in-­‐person  classroom,  eLearning)  weren’t  s?cking

•  How  to  encourage  individuals  to  par?cipate  in  learning  when  they  don’t  technically  work  for  you?

October  18,  2016  22  

In  2014,  Toyota  Motor  Sales  USA  launched  the  Axonify  adap?ve  microlearning  plajorm  to  their  

25,000  dealer  reps  across  the  US.    

The  Plajorm’s  Game  Mechanics  Include:

•  Game  Play

•  Leaderboard

•  Rewards

•  Coaches

•  Social

•  Report  Card

The  Experience

October  18,  2016  

October  18,  2016  25  

Learners  log  in  mul:ple  :mes  a  week  for  a  3-­‐5  minute  microlearning  experience  that  is  based  on  cogni:ve  research  (i.e.  spaced  repe::on)  and  wrapped  in  gamifica:on.  

October  18,  2016  26  

The  learner  selects  a  game.  Brain  games,  arcade  style,  team  

challenges  etc.  

October  18,  2016  27  

Microlearning  content  in  the  form  of  ques:ons  pop  out  of  

the  game.  

October  18,  2016  28  

The  plajorm’s  adap:ve  engine  delivers  content  based  on  what  the  learner  

knows  and  doesn’t  know  to  move  them  towards  mastery.  

October  18,  2016  29  

The  learner  selects  his/her  level  of  confidence  (another  cogni:ve  tool).  

October  18,  2016  30  

Learning  is  reinforced  with  a  response  from  his/her  preselected  coach  and  a  

descrip:on  that  can  link  off  to  addi:onal  informa:on.  

Learners  earn  points  

October  18,  2016  31  

The  ability  for  the  learner  to  see  progress  and  achievements.  

October  18,  2016  32  

Personal  report  card  that  show  progress  and  answer  paQerns.  

October  18,  2016  33  

Individual  and  team  leaderboards.  

October  18,  2016  34  

Reward  auc:on  and  “spin  to  win”  built  into  the  plajorm.  

October  18,  2016  35  

As  a  business  or  team  lead  you  have  access  to  reports  and  analy:cs.  

October  18,  2016  36  

“We  like  this  app.  Our  consultants  do  too  and  we  believe  that  it  not  only  helps  their  product  knowledge,  but  their  confidence  as  well,  leading  to  becer  performance.”

Ryan  Garner,  GSM  Checkered  Flag  Toyota,  Virginia  Beach,  VA

“What  I  love  about  Axonify  is  that  we’re  using  it  to  focus  on  knowledge.  Knowledge  is  the  result  of  great  learning  prac:ces  and  Axonify  is  a  great  tool  for  that.”  –  Mia  Phillips,  Na5onal  Manager    of  Dealer,  Educa5on  Strategy  &  Digital  Solu5ons    

5%  Increase  in  their  Sales  Sa?sfac?on  Index  (SSI)

2  Vehicle/Month    increase  in  sales

Par?cipa?on Results

12.2%      Knowledge  Lif

3-­‐4x    /week  

Frequency  Rate

October  18,  2016  37  

“What  I  love  about  Axonify  is  that  we’re  using  it  to  focus  on  knowledge.  Knowledge  is  the  result  of  great  learning  prac:ces  and  Axonify  is  a  great  tool  for  that.”  –  Mia  Phillips,  Na5onal  Manager    of  Dealer,  Educa5on  Strategy  &  Digital  Solu5ons    

Like  the  Axonify  microlearning  approach  

(daily,  bite-­‐sized)  

Dealer  Rep  Feedback

86% 83% 82%

Believe  it’s  an  effec:ve  way  to  learn.  

Feel  Axonify  helps  them  be  more  effec:ve  and  confident  at  their  job.  

October  18,  2016  37  Source:  Toyota  End-­‐User  Survey,  March  2016  (N=6,000)

Field  Research  on  Gamifica?on

October  18,  2016  38  

Study  One

October  18,  2016  39  

Research  Study

Does  the  opportunity  to  play  a  game  impact  level  of  employee  engagement? Does  a  higher  level  of  engagement  correlate  with  increased  learning?

Research  Study

Game  Group Retailer  with  1,908  employees

No  Game  Group Retailer  with  4,393  employees

Research  Ques?on  One:  Results

Learners  in  the  game  condi?on  were  significantly  (51.64%)  more  mo?vated  to  come  back  and  engage  with  the  learning  plajorm  when  they  could  play  a  game.

0  

20  

40  

60  

80  

100  

120  

Games  OFF   Games  ON  

Average  Num

ber  o

f  Logins  in  

12  M

onths  

Condi6on  

p  <  0.001   108.12  

71.30  

Results

A  one-­‐way  ANOVA  revealed  that  learners  in  the  games  condi?on  viewed  their  report  card  significantly  more  ofen  (M  =  9.88)  than  learners  in  the  no-­‐games  condi?on  (M=2.96)  p<0.001).

Results

Learners  in  the  games  condi?on  volunteered  to  do  significantly  more  EXTRA  training  (M  =  6.28)  than  learners  in  the  no-­‐games  condi?on  (M  =  3.3)  p  <  0.001). A  strong  significant  correla?on  was  found  between  engaging  in  op?onal  extra  training  and  the  number  of  correct  quiz  answers,  r  (6301)  =  0.67,  p  <  0.001.

Takeaways

If  you  consider  allowing  your  employees  

to  play  games:

•  More  mo?vated  to  engage  with  a  

learning  plajorm

•  More  mo?vated  to  track  their  

progress

•  Will  voluntarily  want  to  learn  more

Study  Two

October  18,  2016  46  

6,211  par?cipants  located  in  North  America  who  have  used  the  plajorm  for  up  to  3.5  years.

Par?cipants  Breakdown

October  18,  2016  47  

96   67  1369  

613  100   166  

931  1941  

15   36  

516   361  

Professional  Sales  Reps  -­‐  Medical  

Professional  Sales  Reps  -­‐  

Pharmaceu:cal  

Retail  Associates  -­‐  

Toy  &  Electronics  

Retail  Warehouse  Employees  

Female  

Research  Study

Do  gamifica?on  elements  and  tangible  rewards  lose  appeal  over  ?me?  

Results

The  study  revealed  that  par?cipa?on  in  the  gamified  microlearning  plajorm  stayed  steady  and  did  not  decrease  over  ?me.

Results

October  18,  2016  50  

Visits  to  the  rewards  page  increased  over  ?me  (r(3081)  =  0.094,  p  <  0.001).

Par?cipa?on  with  the  leaderboard  and  achievements  page  either  remained  steady  or  increased  slightly  over  ?me  (r(6205)  =  0.16,  p  <  0.001).  

Takeaways

•  Consider  rewarding  

employees  for  par?cipa?ng  in  

learning

•  Encourage  healthy  

compe??on  with  

leaderboards,  but  also  make  

it  easy  for  newcomers  

Study  Three

October  18,  2016  52  

!

Research  Study

Do  financial  rewards  impact  par?cipa?on  rates?

Results

A  one-­‐way  ANOVA  revealed  that  par?cipa?on  rates  were  significantly  higher  (M  =  0.51)  when  the  reward  auc?on  feature  was  turned  on  compared  to  when  it  was  turned  off  (M  =  0.41),  F(1,6209)  =  321.96,  p  <  0.001  sugges?ng  that  financial  rewards  increased  par?cipa?on  rates.  

!

Takeaways

•  Consider  providing  gif  cards  

or  some  type  of  financial  

reward  as  part  of  gamifica?on  

program.  

•  Consider  offering  several  

different  elements  of  

gamifica?on  in  order  to  

impact  par?cipa?on  as  well  

as  learning  performance

Gamifica?on  in  the  real  world:  Walmart  Logis?cs

October  18,  2016  56  

Challenges

•  How  to  effec?vely  and  sustainably  reduce  safety  incidents  in  Walmart  Logis?cs  loca?ons

•  Building  a  world-­‐class  safety  culture,  where  each  and  every  employee  considers  safety  to  be  a  top  of  mind  priority

•  Engaging  Tradi?onalists,  Baby  Boomers,  Genera?on  X  and  Millennials  in  learning  without  aliena?ng  any  single  group

October  18,  2016  58  

“Feedback  about  the  Axonify  plajorm  has  been  phenomenal  and  we  believe  that  it  has  been    a  significant  contribu?ng  factor  in  our  improved  performance  and  engaged  associate  base.”

Ken  Woodlin,  VP  of  Compliance,  Safety  &  Asset  Protec0on  Walmart  Logis0cs

“I  know  that  Axonify  has  posi:vely  impacted  our  safety  performance.  It’s  a  quick,  simple  way  to  keep  safety  top  of  mind.”  –  DC  Manager  

54%

120  Distribu?on  Centers

75,000+  Employees  using  Axonify

Reduc?on  in  safety  incidents

Of  associates  stated    that  Axonify  helps  them    feel  safer  on  the  job

Applica?on Results

72%

1.  20%  of  corpora?ons  use  games  for  learning  (“Associa?on  for  Talent  Development”  2014)

2.  44%  of  the  gamers  are  female-­‐-­‐most  frequent  female  game  player  is  43

3.  48%  of  people  over  the  age  of  50  play  video  games.

4.  At  Toyota  and  Walmart,  the  use  of  a  game-­‐based  micro-­‐learning  is  having  tangible  results.

5.  Learners  were  significantly  (51.64%)  more  mo?vated  to  come  back  and  engage  with  a  learning  plajorm  when  they  could  play  a  game.  

6.  Par?cipants  who  had  been  using  the  gamified  plajorm  for  longer  (up  to  3.5  years)  also  the  leaderboard  at  a  higher  rate.

7.  Offering  financial  rewards  can  significantly  increase  par?cipa?on  rates. 8.  One  single  game  element  isn’t  enough,  consider  offering  several.

Summary

October  18,  2016  59  

Related  Resources

October  18,  2016  60  

Books   YouTube  Video   www.karlkapp.com  

Lynda.com  Course  Gamifica:on  of  

Learning  

Gamifica:on  Workbook   Separa:ng  Fact  From  Fic:on  –  CLO  Magazine  

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