sutton - km australia presentn - gamification in km initiatives v3-r1
TRANSCRIPT
DR. MICHAEL SUTTON, PHD, ADMA, CMC, ISP, MIT
ASSOCIATE PROFESSOR, EDUCATIONAL THAUMATURGIST & EDUPRENEURWESTMINSTER COLLEGE, SALT LAKE CITY, UT, USA
Gamification in Knowledge Management Initiatives
2015 Knowledge Management Australia, Melbourne, Victoria
• Wizened Ol’ Fart, Designer and Player in Gamification, Serious Games, and Simulations• [email protected] [email protected]
2015 KM Australia Conference 2
8. What are the Primary Types of Game Players?
9. What Comprises a Gamification Model?
10. Why Gamification and Knowledge Management?
11. What KM Processes are Involved?12. Stakeholder Benefit from Serious
Games and Simulations in KM Initiatives
13. Parting Remarks14. Wrap Up & Discussion
1. What Is Gamification?2. What is the Science Behind
Gamification?3. What Is a Gamification
Framework?4. What Challenges Suggest
Gamification? 5. What are the Drivers for
Gamification?6. Why Use Gamification in KM
Initiatives? 7. Exemplars of Intra-Generational
Gamification
Agenda
2015 KM Australia Conference 3
Starting Shots…
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Michael’s Story RE: Gamification [1]
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Michael’s Story RE: Gamification [2]
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Michael’s Story RE: Gamification [3]
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Michael’s Story RE: Gamification [4]
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• ADG Creative: Gamification—Good for Business [PLAY VIDEO] <<<<
• “Gamification is the process of taking something that already exists – a website, an enterprise application, an online community – and integrating game mechanics into it to motivate participation, engagement, and loyalty.”
• “Gamification applies the data-driven techniques that game designers use to engage players to non-game experiences to motivate actions that add value to your business.”
What Is Gamification? [1]
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• Drives higher sales, stronger collaboration, better ROI, deeper loyalty, and higher customer satisfaction through increased high-value interactions with customers, employees, and partners.
• Applies any combination of these techniques to accomplish business [and learning] goals.
• Not about creating something new; but the results are unique.
• Integration of the motivational techniques that make games so engaging.
• Built upon game mechanics proven to motivate and engage users/learners.
What Is Gamification? [2]
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• Craft, science, and art of deriving all the fun and addicting elements found in games and applying them to real-world, learning, or productive activities.
• Human-Focused Design • & Learner-Focused Design vs. • Function-Focused Design. • Design process that optimizes for the
human/learner in the system, as opposed to pure efficiency of the system.
What Is Gamification? [3]
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• Much more than simply rewarding points and badges.
• Understanding, encouraging, and influencing corporate and educational human behaviours.
• Founded in the fundamentals of human psychology and behavioral science
What is the Science Behind Gamification?
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What Is a Gamification Framework?
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What Challenges Suggest Gamification? [1]
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• IMPLICATIONS:• Capability to complete goals has
diminished—significantly affecting • learning, • creativity,• innovation, • efficiency, and• effectiveness
• National Center for Biotechnology Information, (U.S. National Lib. of Medicine): • Human attention spanned • 12 sec. in 2000 • 08 sec. in 2013 • Goldfish exhibit an
attention span of 9 sec.
What Challenges Suggest Gamification? [2]
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What Challenges Suggest Gamification? [3]
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What are the Drivers for Gamification?
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Real-Time Feedback TransparencyGoal-setting
Achievement
BadgesLeveling UpOn-boarding and Mastery
Social Interaction
CompetitionTeams & Collaboration
“People will spend hours playing games, but won’t spend minutes on anything that feels like training.”
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Why Use Gamification in KM Initiatives? [1]
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Why Use Gamification in KM Initiatives? [2]
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• 80% of current gamified applications will fail to meet business objectives primarily due to poor design • (Source: Gartner)
• Projected gamification growth to reach $5B (£3B) by 2018. • (Source: Mind Commerce)
• Over 1,400 global organizations will deploy gamification applications for employee performance, healthcare, marketing and training by 2014. • (Source: Gartner)
Why Use Gamification in KM Initiatives? [3]
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Business Value Proposition for Funification (Gamification within KM)
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Microsoft Ribbon Hero 2: Onboarding/ Mastery Application
Exemplars of Intra-Generational Gamification [1]
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• Microsoft Ribbon Hero 2: Gamification Elements• Real-time Feedback: provides instantaneous
visual and audible feedback on your actions• Transparency: score and progress on
challenges displayed at any time.• Goal Setting: Long-term goal (help Clippy get
a job) and several short-term goals (fix Clippy’s resume). • Missions are split into several levels, themed by
different eras in time.
Exemplars of Intra-Generational Gamification [2]
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• Microsoft Ribbon Hero 2: Gamification Elements (cont’d)• Badges: completion of missions clearly
marked on the main pages.• Leveling Up: skill level increases with
completed missions.• Onboarding & Mastery: “gamers” exposed
to key pieces of functionality and enabled to master key pieces of functionality.
Exemplars of Intra-Generational Gamification [2]
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• Planet Jockey: Emotional Intelligence Upskilling for Emerging Leaders
Exemplars of Intra-Generational Gamification [3]
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Planet Jockey: Emotional Intelligence Upskilling for Emerging Leaders• GAME MODULES:
• Building and developing a high performance team• Setting targeted goals• Inspiring your team and achieving real commitment• Overcoming setbacks, problems, and competition• Igniting your following and inspiring real change
Exemplars of Intra-Generational Gamification [3]
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• Planet Jockey: Emotional Intelligence Upskilling for Emerging Leaders• Real-time Feedback: provides instantaneous visual
and audible feedback on your actions• Transparency: score and progress on challenges
displayed at any time.• Goal Setting: Long-term goal (lead the firm) and
several short-term goals (soft-skills competencies through increased EI)…Missions = 5 modules.
• Badges: completion of missions clearly marked on the main pages.
Exemplars of Intra-Generational Gamification [3]
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• Planet Jockey: Emotional Intelligence Upskilling for Emerging Leaders (cont’d)• Leveling Up: skill level increases with completed
missions.• Onboarding & Mastery: “gamers” exposed to key
elements of EI, while having fun and competing against themselves and others.
• Competition: leaderboard displays participant ranking.• Team & Collaborations: participants may choose to
coach team members
Exemplars of Intra-Generational Gamification [3]
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What are the Primary Types of Game Players?
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What Comprises a Gamification Model?
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• Straits Knowledge: KM Planning Toolkit• Knowledge Management
Planning Canvas• KM Diagnostic Cards • Organisation Culture Cards • KM Method Cards and • KM Approaches Methods and
Tools Guidebook
Why Gamification and Knowledge Management? [1]
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• Bird Island KM Game: • Demonstrating measurable performance improvement through
KM
Why Gamification and Knowledge Management? [2]
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• FreshBiz Board Game• Based upon best selling book, The New Entrepreneurz• Platform provides an enterprise fun game-based learning experience• Develop and simulate smarter ways of doing business.
Why Gamification and Knowledge Management? [3]
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What KM Processes are Involved?
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• Intergenerational Stakeholders:• Because so much knowledge transfer is cross-generational,
an understanding of different learning styles facilitates the process.
• Understanding generational learning preferences can make the difference between merely harvesting knowledge and actually using it.
• In most cases, the knowledge provided by a source will need to be adapted to fit the needs of the receiver.
• This process may require adapting transfer techniques to key differences in generational learning styles and motivations.
Stakeholder Benefit from Serious Games and Simulations in KM Initiatives [1]
Conf
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oard
. (20
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• Leadership, Teamship, Communityship, Communications Training Workshops
• Mentoring• Peer Assist• Podcast• Retrospect• Storytelling• Wikis
• Action Review• Blogs• Communities of Practice (CoPs)• Instant Messaging• Knowledge Capture• Knowledge Elicitation• Knowledge Distillation• Knowledge Self-Capture
Stakeholder Benefit from Serious Games and Simulations in KM Initiatives? [2]Knowledge Transfer Methods: Inter-Generational Considerations
& Adaptations
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2015 KM Australia Conference 35
• Gamification Must Be FUN! and Exhibit Significant Value to be Successful
• My Workshop Will Provide More of An Experiential Introduction
Parting Remarks
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Wrap Up & Discussion
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• This presentation is Copyright © 2015, Michael Sutton, unless otherwise cited.
• No part of this presentation (document) may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise, without the prior written permission of Dr. Michael Sutton.
• These PowerPoint Presentation Slides were made available exclusively to participants in the 2015 KM Australia. Under copyright law, Dr. Michael Sutton is granting fair use of a copy of this document for your personal files, internal training and development, or for university teaching.
Intellectual Property Statement [1]
2015 KM Australia Conference 38
• Under no circumstances may portions of this material be used for, or incorporated into, your own reports, presentations, workshops or seminars without obtaining written permission from the author and attributing accordingly.
• Historically, the author have not withheld consent to incorporate or use specific portions of this material to a reasonable requester. The author only asks that the following conditions be met, in addition to receiving his written permission:• 1) appropriate attribution within your presentation or report and• 2) Starbucks Card/Gift Loaded from remotely from your location for at least 2
Grande “Cafe Lattes” that I can use at my local Starbucks or other well attired coffee establishment.
Intellectual Property Statement [2]
2015 KM Australia Conference 39
• Chua, A. Y. (2005). The design and implementation of a simulation game for teaching knowledge management. Journal of the American Society for Information Science and Technology, 56(11), 1207-1216.
• Leemkuil, H., de Jong, T., de Hoog, R., & Christoph, N. (2003). KM QUEST: A collaborative Internet-based simulation game. Simulation & gaming, 34(1), 89-111.
• Baquet, Z. (2013). Life in the Village: Using Simulations to Learn. USAID.
• Hlupic, V., Verbraeck, A., & de Vreede, G. J. (2002). Simulation and knowledge management: Separated but inseparable. In 14th European Simulation Symposium.
• Handzic, M. (2004). Knowledge management: Through the technology glass. World Scientific. (Chap. 12, Adventures in Knowledgeland)
• Luban, F., & Hîncu, D. (2009). Interdependency between simulation model development and knowledge management. Theoretical and Empirical Researches in Urban Management, 1(10), 75-85.
• Celemi Tango™• six knowledge-intensive firms enter into stiff competition as they try to win clients and recruit key personnel in a rapidly changing
marketplace. The overriding challenge is to develop both the intangible and tangible assets of the company and to secure the long-term profitability.
Other Gamification and Knowledge Management Resources