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eLearning and Gamification – a Perfect Match · PDF file eLearning and Gamification – ... Gamification can: • Track the use of micro-learning • Encourage the use of...

Jul 11, 2020

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  • eLearning and Gamification – a Perfect Match

    Hadas Kasher, VP Business Development

  • A New Culture of Learning with the Employee at its center • 84% of executives view learning as an

    important issue • Employees expect dynamic, self-

    directed, continuous learning • Consumer-centric learning (e.g.

    Lynda.com) puts employees in charge

    Global Human capital trends 2016 - Deloitte

  • 1% of a workweek is left for L&D

  • CONTINOUS EMPLOYEE CENTRIC LEARNING

  • GAMIFICATION: IS IT A GAME? A FITBIT FOR WORK

    • Encouraging performance & learning

    • Benchmarks, personal records • Friendly personal and team

    competitions

  • GAMIFICATION

    The use of game mechanics and experience design to digitally engage and motivate people, driving the achievement of business goals

  • WORK IS CHANGING:

    Addressing alignment and engagement in real time

    ALIGN Company goals

    match KPIs

    TRACK Set goals & give

    feedback

    IMPROVE Coach and learn

  • THE EMPLOYEE JOURNEY

    Onboarding

    Career Development

    Social connectedness

    Performance Improvement

    Personal Growth

    Learning

  • AN ENGAGEMENT LAYER AT WORK: GAMIFICATION

    Social Feeds

    Gam e Narra tive –m etaphor for achievem ent

    Leaderboards and badges

    Learn ing and tra in ing activitie s

    Reflect on pe rform ance wth rea l tim e KPIs

    Next Best Action

  • ELEARNING & GAMIFICATION

    • Completion • Feedback • Recognition • Fast-paced • On-the job

  • Micro learning – Goldfish Attention Span

    Gamification can: • Track the use of micro-learning • Encourage the use of micro-

    learning through calls to action • Provide much needed

    recognition and social proof

  • Great combinations of eLearning & Gamification 1. On-the-job training 2. In-class 3. On-boarding 4. Refresher and compliance

  • CASE STUDIES

    • eLearning: 3X more learning completion

    • Call Center: sales KPIs up 10% • Contact Center: + 10% in

    customer service KPIs • Tool Adoption: %90 recommend

    using gamification • Onboarding: 85% completion

    rate

  • eLearning Gamified

  • ENTERPRISE READY: A “WEARABLE” FOR WORK

    HOME- GROWN SYSTEMS

  • SCHOOLS FIRST CASE STUDY

    NEEDS • User-friendly course content development • Data tracking for progress, completion etc • A reporting interface • System-generated e-mail communications • Integration with SumTotal Results On Demand

    ROI: 85% of frontline employees completing all learning tasks.

  • “We originally envisioned that only new employees would use the system.. What happened next was almost surprising: quite a number of veteran employees went into the game… and completed all the levels, refreshing their knowledge”.

    Jamie Deno, Learning and Development Manager, SchoolsFirst FCU

  • MEASUREMENT & ANALYTICS

  • USING NARRATIVES TO FIT BUSINESS NEEDS

    CITY Learning & onboarding

    SCAVENGER Knowledge & train

    GLOBAL EXPLORER

    Learning

    RACE Performance

  • Gamification 2.0

    Socia l Psychology

    In trinsic m otiva tion

    Even t based m icro-learn ing

    Com pelling narra tive

    Segm enta tion , pe rsona liza tion

    eLearning and Gamification – a Perfect Match A New Culture of Learning with the Employee at its center 1% of a workweek is left for L&D CONTINOUS EMPLOYEE CENTRIC LEARNING GAMIFICATION: �IS IT A GAME?�A FITBIT FOR WORK GAMIFICATION WORK IS CHANGING: THE EMPLOYEE JOURNEY AN ENGAGEMENT LAYER AT WORK: GAMIFICATION ELEARNING & GAMIFICATION Slide Number 11 Micro learning – Goldfish Attention Span Great combinations of eLearning & Gamification CASE STUDIES eLearning Gamified ENTERPRISE READY: �A “WEARABLE” FOR WORK SCHOOLS FIRST CASE STUDY Slide Number 18 Slide Number 19 MEASUREMENT & ANALYTICS USING NARRATIVES TO FIT BUSINESS NEEDS Slide Number 22

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