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The Role of Game & Digital
          Media
  in Human Resources Development




   Indrawan Nugroho, Founder & Director of Kubik Training


                                                  Presented on
Traditional Class-Room Learning:

• Long lectures with short activities
• Plenty of slides with massive contents
• Trainers focus on delivering contents
• Module design based on contents (text-book
module)
Result:
While knowledge test at the end of class may be
 high, learning retention was low and lacking
            workplace applications.
Result:
While knowledge test at the end of class may be
 high, learning retention was low and lacking
            workplace applications.




     We need different approach to Class-
              Room Training:
Focus on objectives, not contents.

Contents follow objective. We don't need to
teach them everything in the text book, only
what they need in meeting their work or life
challenges.

By focusing in what they actually need, not only
the learning process is focus, but also
contextually strong, thus increasing learning
retention and applications significantly.
Stimulate all brain functions
WHOLE BRAIN LEARNING


 THINKING                             INTUITING
ANALITIS                            KREATIF



 SENSING                                  FEELING
INDERA                                EMOSI



            Ned Herman, Brain Dominance
Result:

• High engagement during sessions
  • Higher retention after training
   • More likely to apply at work
CHALLENGE:

    It takes 3 days and a small class of 30
                  participants.

Can we do it for a much BIGGER class of 500
 participants in ONE day only, but still able to
          achieve the same impact?
Training delivery must be ‘light’ in order to
reach the wide varieties of the masses, but
  the contents should be ‘deep’ enough to
             deliver the impact.
RESULT:
  Effective for the masses
Strong message gets across
     Emotional impacts
      Retention is high
CHALLENGE:

Lack interaction, audience is passive learner, no
 sense of discovery. Learning should be fun and
adventurous. It must also have a sense of discovery
                and accomplishment.
Mission
   Curiosity
  Exploration
   Discovery
  Challenges
Accomplishment
   Rewards
RESULT:
Engagement is very high
 Retention is stronger
 High Work application
 Measurable impacts
LIMITATIONS:
         High Production
   CostsTechnical Complexities
        Scarcity of Talents

Thus, it cannot be easily duplicated
CHALLENGE:
 Reach the masses
Quality standardized
  Easily duplicated
 Delivered anytime
     Low costs
ANSWER:

      ONLINE LEARNING

                  Problem:
               Solitary activity
            Knowledge transfer
       Linear (tyrany of 'next' button)
Learning needs to be social, because we are all social
                      learners.
ANSWER:
ONLINE SOCIAL LEARNING

         Problem:
    Not necessarily fun
    Lacking motivation
How do you make OSL fun and intrinsically
motivating? One that makes you addicted to
learning, just like the way you get addicted
           playing online games?

The answer lies in the question, design it with
             gaming elements.
ANSWER:
ONLINE SOCIAL LEARNING +
     GAMIFICATION
ANSWER:
      ONLINE SOCIAL LEARNING +
           GAMIFICATION


1. Learners have a mission to accomplish
2. Multiple levels with interesting challenges
3. Main quests and side quests with their own rewards
4. Facilitate cooperation as well as competition
5. Curating contents, group discussions, posting ideas,
   commenting and ratings
6. Quizzes, essays, action-plan, real-live assignments
7. Points, badges, and leader boards, K-Cash
8. Social Media used for recognition and commitment
Gamechanics Talk - Indrawan Nugroho

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Gamechanics Talk - Indrawan Nugroho

  • 1. The Role of Game & Digital Media in Human Resources Development Indrawan Nugroho, Founder & Director of Kubik Training Presented on
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  • 3. Traditional Class-Room Learning: • Long lectures with short activities • Plenty of slides with massive contents • Trainers focus on delivering contents • Module design based on contents (text-book module)
  • 4. Result: While knowledge test at the end of class may be high, learning retention was low and lacking workplace applications.
  • 5. Result: While knowledge test at the end of class may be high, learning retention was low and lacking workplace applications. We need different approach to Class- Room Training:
  • 6. Focus on objectives, not contents. Contents follow objective. We don't need to teach them everything in the text book, only what they need in meeting their work or life challenges. By focusing in what they actually need, not only the learning process is focus, but also contextually strong, thus increasing learning retention and applications significantly.
  • 8. WHOLE BRAIN LEARNING THINKING INTUITING ANALITIS KREATIF SENSING FEELING INDERA EMOSI Ned Herman, Brain Dominance
  • 9. Result: • High engagement during sessions • Higher retention after training • More likely to apply at work
  • 10. CHALLENGE: It takes 3 days and a small class of 30 participants. Can we do it for a much BIGGER class of 500 participants in ONE day only, but still able to achieve the same impact?
  • 11. Training delivery must be ‘light’ in order to reach the wide varieties of the masses, but the contents should be ‘deep’ enough to deliver the impact.
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  • 13. RESULT: Effective for the masses Strong message gets across Emotional impacts Retention is high
  • 14. CHALLENGE: Lack interaction, audience is passive learner, no sense of discovery. Learning should be fun and adventurous. It must also have a sense of discovery and accomplishment.
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  • 16. Mission Curiosity Exploration Discovery Challenges Accomplishment Rewards
  • 17. RESULT: Engagement is very high Retention is stronger High Work application Measurable impacts
  • 18. LIMITATIONS: High Production CostsTechnical Complexities Scarcity of Talents Thus, it cannot be easily duplicated
  • 19. CHALLENGE: Reach the masses Quality standardized Easily duplicated Delivered anytime Low costs
  • 20. ANSWER: ONLINE LEARNING Problem: Solitary activity Knowledge transfer Linear (tyrany of 'next' button) Learning needs to be social, because we are all social learners.
  • 21. ANSWER: ONLINE SOCIAL LEARNING Problem: Not necessarily fun Lacking motivation
  • 22. How do you make OSL fun and intrinsically motivating? One that makes you addicted to learning, just like the way you get addicted playing online games? The answer lies in the question, design it with gaming elements.
  • 24. ANSWER: ONLINE SOCIAL LEARNING + GAMIFICATION 1. Learners have a mission to accomplish 2. Multiple levels with interesting challenges 3. Main quests and side quests with their own rewards 4. Facilitate cooperation as well as competition 5. Curating contents, group discussions, posting ideas, commenting and ratings 6. Quizzes, essays, action-plan, real-live assignments 7. Points, badges, and leader boards, K-Cash 8. Social Media used for recognition and commitment