elearning and gamification – a perfect match · elearning and gamification – ... gamification...
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eLearning and Gamification –a Perfect Match
Hadas Kasher, VP Business Development
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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
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1% of a workweek is left for L&D
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CONTINOUS EMPLOYEE CENTRIC LEARNING
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GAMIFICATION: IS IT A GAME?A FITBIT FOR WORK
• Encouraging performance & learning
• Benchmarks, personal records• Friendly personal and team
competitions
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GAMIFICATION
The use of game mechanics and experience design to digitally engage and motivate people, driving the achievement of business goals
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WORK IS CHANGING:
Addressing alignment and engagement in real time
ALIGNCompany goals
match KPIs
TRACKSet goals & give
feedback
IMPROVECoach and learn
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THE EMPLOYEE JOURNEY
Onboarding
Career Development
Social connectedness
PerformanceImprovement
PersonalGrowth
Learning
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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
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ELEARNING & GAMIFICATION
• Completion • Feedback• Recognition• Fast-paced• On-the job
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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
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Great combinations of eLearning & Gamification1. On-the-job training2. In-class3. On-boarding4. Refresher and compliance
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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
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eLearning Gamified
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ENTERPRISE READY: A “WEARABLE” FOR WORK
HOME-GROWN SYSTEMS
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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.
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“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
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MEASUREMENT & ANALYTICS
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USING NARRATIVES TO FIT BUSINESS NEEDS
CITYLearning & onboarding
SCAVENGERKnowledge & train
GLOBAL EXPLORER
Learning
RACEPerformance
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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