Post on 16-Apr-2017
transcript
YOUR SECRET WEAPON AGAINST ZOMBIE LEARNERSBy: @JulietteDenny Follow me! Tweet me! Ask me questions! I’m very friendly.
BLANDBLASTER 3000
GAMIFICATION& LEARNING GAMES
THE AGENDAThe Engagement Problem
The Importance of Engagement
Engagement & Technology
The LMS
Introducing Gamification
Who Is It For?
How Does It Work?
The Motivation Machine
Influence
Applications
Gamification on an LMS
Stat Attack
Gamification Successes
GAME Case Study
Learning Games
The Future of Gamification
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Here’s the breakdown!
WHAT IS THE BIGGEST PROBLEM WITH WORKPLACE LEARNING?
THE ENGAGEMENT PROBLEMWorkplace learning’s biggest pain point!
Training Engagement is...A measurable degree of an employee’s
positive or negative emotional attachment to
their training, that profoundly influences their
willingness to learn and perform at work.
But does your team REALLY engage with their training content?
1. The Engagement ProblemGAMIFICATION: YOUR SECRET WEAPON
2. The Importance of EngagementGAMIFICATION: YOUR SECRET WEAPON
WHY IS ENGAGEMENT IMPORTANT?Fail to engage and you’ ll be engaging with failu re!
The Power of Engagement
A company with highly-engaged employees can achieve a financial
performance four times greater than companies with poor engage-
ment. [A Watson Wyatt study of 115 companies]
Engaged employees take an average of 2.69 sick days per year, whilst
the disengaged take 6.19. [Hay Group]
Engaged employees generate 43% more revenue [Gallup]
3. Engagement & TechnologyGAMIFICATION: YOUR SECRET WEAPON
ENGAGEMENT & TECHNOLOGYTwo peas in two different pods!
Technology & Engagement
92% of new software projects are classified as failures. The
#1 reason for software implementation failures is due to
internal resistance and a lack of communication.
[CLO Media]
1/3 of all organisations fail to make a positive impact with
their LMS. [eLearnity]
55-75% of IT projects are never completed or do not function
properly. [MasterNewMedia]
4. The LMSGAMIFICATION: YOUR SECRET WEAPON
BEHOLD... THE LMS!Welcome to dullsville… where dreams go to die!
5. Introducing GamificationGAMIFICATION: YOUR SECRET WEAPON
INTRODUCING GAMIFICATIONWhoopty do, but what does it all mean, Basil?
Gamificationnoun
[mass noun] the application of typical
elements of game playing (e.g. point scoring,
competition with others, rules of play) to non
gaming scenarios.
6. What is Gamification?GAMIFICATION: YOUR SECRET WEAPON
WHAT IS IT?What Gamif ication isn’t!
Gamification does not turn your learning
content into:
• Angry Birds• Call of Duty• Monopoly• Snakes & Ladders, etc.
7. Who is Gamification for?GAMIFICATION: YOUR SECRET WEAPON
WHO IS IT FOR?Gamif ication… not just a young man’s game!
People often tell us that Gamification is best suited for a younger audience. For millennials. For Gen Y.
In truth, Gamifications works well with… everyone.The average game player is 35 years old. [Entertainment Software Association]
79% of learners believe that their motivation would be boosted if their learning environment was more like a game. [TalentLMS Survey]
“We don’t stop playing because we grow old; we grow old because we stop playing”. - George Bernard Shaw
8. How Does it Work?GAMIFICATION: YOUR SECRET WEAPON
HOW DOES IT WORK?As simple as 1, 2, 3, A, B, C!
GAMIFICATION YOUR BRAIN THE RESULTS
• Reward• Achievement• Status• Self Expression• Competition
• Dopamine Release• Pleasure• Motivation• Energy More Brain Activity
9. The Motivation MachineGAMIFICATION: YOUR SECRET WEAPON
THE MOTIVATION MACHINEHow Gamif ication appeals to different people!
MOTIVATIONSOCIALISER: Relationships, Social Status, Social Discovery, Collaboration, CompetitionDRIVEN BY: Relatedness
FREE SPIRIT: Customisation, Unlockable Content, Branching Choices, Creativity Tools, Easter EggsDRIVEN BY: Autonomy
ACHIEVER: Levels, Quests, Rewards, Leaderboards, CompetitionDRIVEN BY: Mastery
PHILANTHROPIST: Gifting, Social Status, Access, Collectables, CollaborationDRIVEN BY: Purpose
Credit: Andrzej Marcziewski (@daverage)
10. InfluenceGAMIFICATION: YOUR SECRET WEAPON
INFLUENCEGamif ication: kind of a big deal!
70% of the Global 2000 already have at least one gamified application (Gartner)
40% of the Global 1000 already use gamification as the primary mechanism to transform business operations (Gartner)
53% believe that by 2020, gamification will be wide spread (Pew Research Center Survey)
11. ApplicationsGAMIFICATION: YOUR SECRET WEAPON
APPLICATIONSGamif ication… here, there and everywhere!
CONSUMER LOYALTY:-Loyalty Cards-Rewards Points-Referral Incentives-Air Miles-McDonald’s Monopoly
WORKPLACE:-Rewards-Sales Leaderboards-Success Visibility-Customer Satisfaction Ratings
FITNESS:-Fit Bit-Nike Fuelbands-Calorie Counters-Step Counters-Eat ‘5 A Day’
OTHER:-Recycling Rewards (RecycleBank)-Speed Camera Lottery-Bottle Collection
12. Tech ApplicationsGAMIFICATION: YOUR SECRET WEAPON
TECH APPLICATIONSThe digital gamif ication revolution has already begun!
SOCIAL:-Profile Completion Bars-Success Visibility (Retweets, Followers, Pageviews, etc.)-Status-Personalisation
TRAINING:-Treehouse-DevHub/Code Academy-Khan Academy/Coursera-Lynda.com-Learn a Language (DuoLingo)
OTHER:-eBay / Kickstarter / etc.-Badgeville / Open Badges-Productivity Apps / Activity Trackers-Financial Management Apps-Foursquare
13. Stat AttackGAMIFICATION: YOUR SECRET WEAPON
STAT ATTACK!Gamif ied Learning Takes F light!
Our brain is 68% more active when we are doing something we like!
With this amount of brain activity, we are capable of absorbing 84% more information.
According to a University of Colorado study, those who took game-based learning (rather than typical training content), scored 14% higher in their assessments and increased their retention by 9%.
14. Gamification on an LMSGAMIFICATION: YOUR SECRET WEAPON
THE GAMIFIED LMSGamif ication features available on Learning Management Systems
BADGESXP & LEVELSLEADERBOARDSSOCIAL STREAM
REWARD / COLLECTABLESDISCOVERY / ACCESSCOMPETITION / STATUSCOLLABORATION / STATUS
15. Gamification SuccessGAMIFICATION: YOUR SECRET WEAPON
GAMIFICATION SUCCESSGame mechanics bring the fun factor and some major ROI!
Since turning Gamification functionality on, Growth Engineering Academy traffic has increased by 50%
Pro-active users on HP Tech Data Academy (hosted by Growth Engineering) out-perform inactive users by 75% in terms of year-on-year sales growth.
Bensons gamified Academy has cut the business’ attrition rate from 51% to 23%, halving their turnover, which saves an annual £1,350,000 on-boarding, inducting and training new starters.
1. The Engagement ProblemGAMIFICATION: YOUR SECRET WEAPON
GAME CASE STUDY
ACADEMY COMMENTS
GAME is the leading specialist retailer of video games in the UK and Spain, holding a market share of over 30% in each country.
They operate more than 320 stores and employ more than 3,700 staff throughout the UK. Their Academy is FULLY gamified...
• From April-July 2015, GAME’s 3,600 learners logged in more than 40,500 times. That’s 12 logins per learner!
• 61,000 pieces of content have been completed. That’s 17 pieces of content per learner!
• Sales have improved by an average of 37% in trained stores
16. Game Case StudyGAMIFICATION: YOUR SECRET WEAPON
LEARNING GAMES
A learning game is something drastically different from gamification.
You’re not just layering game mechanics onto the learning experience, you’re creating an interactive game environment built around your learning objectives.
15. Gamification SuccessGAMIFICATION: YOUR SECRET WEAPON
15. Gamification SuccessGAMIFICATION: YOUR SECRET WEAPON
GAME ON!Because of their complexity, Learning Games go much further than points, badges and leaderboards, embracing gaming concepts like:
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Narrative
Choice & Influence
Risk & Chance
Increasing Difficulty
Puzzle Solving
Collaboration & Competition
15. Gamification SuccessGAMIFICATION: YOUR SECRET WEAPON
GAME OVER?
GAME OVERDO YOU WISH TO CONTINUE?
Games are excellent learning tools, but they’re also:
• Expensive to develop
• Slow to develop
• Lacking in customisation options
• Not suited to every workforce
1. The FutureGAMIFICATION: YOUR SECRET WEAPON
THE FUTUREA world of possibility!
UBIQUITY:“Like ‘Web 2.0’, the term ‘gamification’ will fade away as the enormity of its success sweeps across the globe.” – Bryan Alexander, National Institute for Technology
VIRALITY:As social networks spread behaviors (and perhaps even moods and obesity) virally, the traditional public service announcement will be supplanted by gamification to drive ‘nudge.’” - Perry Hewitt, chief digital officer at Harvard University
PUBLIC GOOD:“If more of what is made available is presented in game-like environments, more people will be involved, possibly creating crowd-sourced solutions to social, economic, and ecological problems.” - Frank Odasz, an expert on 21st century workforce readiness
GE-BOT
Find out how the Growth EngineeringSuperheroes can make a difference:
www.growthengineering.co.ukhello@growthengineering.co.uk