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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
ALIGNCompany goals
match KPIs
TRACKSet goals & give
feedback
IMPROVECoach and learn
THE EMPLOYEE JOURNEY
Onboarding
Career Development
Social connectedness
PerformanceImprovement
PersonalGrowth
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 & Gamification1. On-the-job training2. In-class3. On-boarding4. 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
placeholder
Schools First placeholder
MEASUREMENT & ANALYTICS
USING NARRATIVES TO FIT BUSINESS NEEDS
CITYLearning & onboarding
SCAVENGERKnowledge & train
GLOBAL EXPLORER
Learning
RACEPerformance
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