sutton - km australia presentn - gamification in km initiatives v3-r1

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DR. MICHAEL SUTTON, PHD, ADMA, CMC, ISP, MIT ASSOCIATE PROFESSOR, EDUCATIONAL THAUMATURGIST & EDUPRENEUR WESTMINSTER 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]

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Page 1: Sutton - KM Australia Presentn - Gamification in KM Initiatives V3-R1

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]

Page 2: Sutton - KM Australia Presentn - Gamification in KM Initiatives V3-R1

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

Page 3: Sutton - KM Australia Presentn - Gamification in KM Initiatives V3-R1

2015 KM Australia Conference 3

Starting Shots…

Page 4: Sutton - KM Australia Presentn - Gamification in KM Initiatives V3-R1

2015 KM Australia Conference 4

Michael’s Story RE: Gamification [1]

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Page 5: Sutton - KM Australia Presentn - Gamification in KM Initiatives V3-R1

2015 KM Australia Conference 5

Michael’s Story RE: Gamification [2]

Page 6: Sutton - KM Australia Presentn - Gamification in KM Initiatives V3-R1

2015 KM Australia Conference 6

Michael’s Story RE: Gamification [3]

Page 7: Sutton - KM Australia Presentn - Gamification in KM Initiatives V3-R1

2015 KM Australia Conference 7

Michael’s Story RE: Gamification [4]

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2015 KM Australia Conference 8

• 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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Page 9: Sutton - KM Australia Presentn - Gamification in KM Initiatives V3-R1

2015 KM Australia Conference 9

• 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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2015 KM Australia Conference 10

• 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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2015 KM Australia Conference 11

• 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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2015 KM Australia Conference 12

What Is a Gamification Framework?

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Page 13: Sutton - KM Australia Presentn - Gamification in KM Initiatives V3-R1

2015 KM Australia Conference 13

What Challenges Suggest Gamification? [1]

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2015 KM Australia Conference 14

• 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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2015 KM Australia Conference 15

What Challenges Suggest Gamification? [3]

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2015 KM Australia Conference 16

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.”

Page 17: Sutton - KM Australia Presentn - Gamification in KM Initiatives V3-R1

2015 KM Australia Conference 17

Why Use Gamification in KM Initiatives? [1]

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2015 KM Australia Conference 18

Why Use Gamification in KM Initiatives? [2]

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Page 19: Sutton - KM Australia Presentn - Gamification in KM Initiatives V3-R1

2015 KM Australia Conference 19

• 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)

Page 20: Sutton - KM Australia Presentn - Gamification in KM Initiatives V3-R1

2015 KM Australia Conference 20

Microsoft Ribbon Hero 2: Onboarding/ Mastery Application

Exemplars of Intra-Generational Gamification [1]

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Page 21: Sutton - KM Australia Presentn - Gamification in KM Initiatives V3-R1

2015 KM Australia Conference 21

• 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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Page 22: Sutton - KM Australia Presentn - Gamification in KM Initiatives V3-R1

2015 KM Australia Conference 22

• 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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Page 23: Sutton - KM Australia Presentn - Gamification in KM Initiatives V3-R1

2015 KM Australia Conference 23

• Planet Jockey: Emotional Intelligence Upskilling for Emerging Leaders

Exemplars of Intra-Generational Gamification [3]

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2015 KM Australia Conference 24

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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Page 25: Sutton - KM Australia Presentn - Gamification in KM Initiatives V3-R1

2015 KM Australia Conference 25

• 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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2015 KM Australia Conference 26

• 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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2015 KM Australia Conference 27

What are the Primary Types of Game Players?

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2015 KM Australia Conference 28

What Comprises a Gamification Model?

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Page 29: Sutton - KM Australia Presentn - Gamification in KM Initiatives V3-R1

2015 KM Australia Conference 29

• 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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Page 30: Sutton - KM Australia Presentn - Gamification in KM Initiatives V3-R1

2015 KM Australia Conference 30

• Bird Island KM Game: • Demonstrating measurable performance improvement through

KM

Why Gamification and Knowledge Management? [2]

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2015 KM Australia Conference 31

• 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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2015 KM Australia Conference 32

What KM Processes are Involved?

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Page 33: Sutton - KM Australia Presentn - Gamification in KM Initiatives V3-R1

2015 KM Australia Conference 33

• 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]

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Page 34: Sutton - KM Australia Presentn - Gamification in KM Initiatives V3-R1

2015 KM Australia Conference 34

• 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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Page 35: Sutton - KM Australia Presentn - Gamification in KM Initiatives V3-R1

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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Page 36: Sutton - KM Australia Presentn - Gamification in KM Initiatives V3-R1

2015 KM Australia Conference 36

Wrap Up & Discussion

Page 37: Sutton - KM Australia Presentn - Gamification in KM Initiatives V3-R1

2015 KM Australia Conference 37

• 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]

Page 38: Sutton - KM Australia Presentn - Gamification in KM Initiatives V3-R1

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]

Page 39: Sutton - KM Australia Presentn - Gamification in KM Initiatives V3-R1

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