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The Use of Games to Recruit, Motivate and Train Young Workers
The Use of Games to Recruit, Motivate and Train Young Workers
The Use of Games to Recruit, Motivate and Train Young Workers
The Use of Games to Recruit, Motivate and Train Young Workers
The Use of Games to Recruit, Motivate and Train Young Workers
The Use of Games to Recruit, Motivate and Train Young Workers
The Use of Games to Recruit, Motivate and Train Young Workers
The Use of Games to Recruit, Motivate and Train Young Workers
The Use of Games to Recruit, Motivate and Train Young Workers
The Use of Games to Recruit, Motivate and Train Young Workers
The Use of Games to Recruit, Motivate and Train Young Workers
The Use of Games to Recruit, Motivate and Train Young Workers
The Use of Games to Recruit, Motivate and Train Young Workers
The Use of Games to Recruit, Motivate and Train Young Workers
The Use of Games to Recruit, Motivate and Train Young Workers
The Use of Games to Recruit, Motivate and Train Young Workers
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The Use of Games to Recruit, Motivate and Train Young Workers

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Presentation from the Brandon Hall Conference in San Jose. "The Use of Games to Recruit, Motivate and Train Young Workers"

Presentation from the Brandon Hall Conference in San Jose. "The Use of Games to Recruit, Motivate and Train Young Workers"

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  • 1. The Use of Games to Recruit, Motivate and Train Young Workers Brandon Hall Conference 2008 This is a scaled down version of the actual presentation September 24, 2008 Dru Ryan Manager of Technology Training and Learning Resources, Center for Professional and Organizational Development dru.ryan@montgomerycollege.edu Please take the following survey:http://tinyurl.com/bh-games
  • 2. Overview • Workshop Goals • To introduce the concept of social networking and games in the workplace. Allow participants to interact with various corporate games. • Objectives • Have an appreciation of learning and gaming • Introduce the differing learning styles of digital native/millenials • Discuss Web 2.0 and its impact in the workplace • Expectations • Be yourself http://www.montgomerycollege.edu/departments/cpod/tutorials.htm#
  • 3. Agenda 1. Introductions 2. Games Defined 3. Introducing Gen Y 4. Presentation by Ben Katz of Enspire 5. Web 2.0 and Social Networks 6. Wrap Up
  • 4. Generational Variance in the Classroom • The Veteran Generation -- 1920 -1933 (WWII Veterans, larger cohort) • The Silent Generation -- 1933 - 1946 (depression Babies, smaller cohort) • Baby Boom -- 1946 - 1964 (birth rate above 3.5 to 4 million a year) • Generation X -- 1964 - 1980 (birth rate below 3.5 million a year) • Generation Y -- 1980 - 2000 (birth rate above 3.5 to 4 million a year) • Generation Z -- 2000+ (birth rate consistently above 4 million/year) Adopted from Generation Learning Styles by Julie Coates
  • 5. Digital Natives • Born between 1976‐2000. • Almost 100 million young adults between 3‐24 years • old. • Largest generation (36% of total population). • 31% are minorities; more diverse than the adult population. • Have grown up in digital era surrounded by video games, DVD, computers, cell phones, iPods, etc. • Prefer multitasking, receiving information quickly, using many forms of media, working together, and want learning to be immediately relevant and applicable
  • 6. Skills Gamers Have • They are natural multi-taskers • Are unafraid of making mistakes [constructivist philosophy] … scenario based learning • Enjoy collaboration: Web 2.0 • Are capable of non-linear Thinking • Goal oriented, appreciate inquiry based learning, especially via projects • Ability to transfer lessons learned in virtual worlds to the real world (spatial orientation, best practices, mistake management) • Tend to mix personal and professional Recruiting Gen Y http://www.youtube.com/watch?v=8oELQdkZvrM
  • 7. Video Games have been a defining part of the Video Game Generation • They are everywhere – For those born before 1980s, video games are a fad – For others, video games are far more pervasive • Established – People in their 20s and 30’s have never known a time without digital games • Emotional – Many memories formed playing video games • Expected – Early career professionals believe 90% of their colleagues play video games more than casually. [Got Game: How the Gamer Generation is Reshaping Business Forever]
  • 8. Retaining Workers • Expect constant feedback and communication • Allow/encourage for Web 2.0 distracting activities in the day • Twitter, Facebook, Flickr, Digg • Encourage group discussion collaboration . . . Especially if a top down strategy is not in place • Allow for fun in the workplace . . . Even if it is solitary, online experience • Allow for learning experiences that are appropriate to them . . . GAMING! http://www.youtube.com/watch?v=aK2UQGsTZyk&feature=related
  • 9. Lessons Games Teach: The Individuals Role • You’re the Star – You are the center of attention • You’re the Boss – The world is responsive to you . . You can choose things about reality or switch to different experiences • You’re the Customer and always right – The game is designed for your satisfaction and entertainment, opponents are tough but not too tough • You’re an expert – You have the experience of getting really good • You’re a tough guy – You can experience all sorts of crashes, suffering and death . . . And it doesn’t hurt [Got Game: How the Gamer Generation is Reshaping Business Forever]
  • 10. Lessons Games Teach: How the World Works • There’s always an answer – You might be frustrated for a while, but you know the answer is out there • Everything is Possible – You see yourself doing amazing things . . . Defeating hundreds of people or beat the best sports team ever • The world is a logical, human-friendly place – Games are fair, events may be random but not inexplicable • Trial and error is the almost always the best plan – You can always start again • Things are (unrealistically) simple – You can experience all sorts of crashes, suffering and death . . . And it doesn’t hurt [Got Game: How the Gamer Generation is Reshaping Business Forever] Industrial Training http://www.etceteraedutainment.com/cs_alcoa.php
  • 11. Lessons Games Teach: How People Relate • It’s all about Competition – You’re always competing . . . Even when collaborating • We are all alone – The game experience is basically solitary . .. Even in groups • Young people rule – Young people dominate gaming . . . Paying your dues takes a short time and there is no attention paid to elders [Got Game: How the Gamer Generation is Reshaping Business Forever] Orientation Game: http://www.mclph.umn.edu/watersedge
  • 12. Lessons Games Teach: What you should Do • Rebel – Edginess and attitude are dominant elements of the culture • Be a hero – You always get the star’s role . . That is the only way to get satisfaction • Bond with people who share your game experience – National and cultural backgrounds take aback seat to common experience • Make your own way in the world – Leaders are irrelevant and often evil; ignore them • Tune out and have fun – The whole experience of gaming is escapist . . . When a game is boring, you leave [Got Game: How the Gamer Generation is Reshaping Business Forever]
  • 13. Benefits of Gaming • Authentic Learning • Makes training personally meaningful and relevant to the trainee by showing how the trainee will use the training in the real world • Games greatly accelerate the sequence of acitivities being simulated and provides an immediate reward to those who make a correct decision • Students who fail are informed of mistakes in real time and can correct the error • Espouse constructivism: “.. An educational philosophy founded on the premise that by reflecting on our experiences, we construct our own understanding of the world we live in” Iverson, “Interactive Learning Strategies for Digital Delivery” • Games allow the player to gain experience and create their own model for what can be applied to life . . . Not just memorize facts. Anthrax Scare: http://www.thepodgame.com/pod/
  • 14. Benefits of Gaming [2] • Encourages systems thinking • Games are logically created and skills, strategies and ideas come together to create success. Carefully manipulating levels, friends and foes, and tendencies all lead to success • Allows for a sandbox • Games allow participants to play and make mistakes http://www.seriousgames.org/index2.html [poke around and try a few games]
  • 15. Summary • Recruitment • Employ Web 2.0 tools (Facebook esp) to reach younger workers. • Create a top down social networking strategy to connect potential candidates with the company (blogs, LinkedIn) • Retention and motivation • Allow for gaming and social networking tools in the workplace • Recognize the differences between Gen Y and other workers – Rewards, collaboration, opportunities to share knowledge • Provide training opportunities which include sandboxes, scenario based learning and explicit feedback • Engagement • Allow opportunities to share knowledge: blogs, wikis, YouTube, Slideshare • Embrace Web 2.0 . . Be willing to learn
  • 16. The Use of Games to Recruit, Motivate and Train Young Workers Brandon Hall Conference 2008 September 24, 2008 Dru Ryan Manager of Technology Training and Learning Resources, Center for Professional and Organizational Development dru.ryan@montgomerycollege.edu I will send out slides tonight!

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