Webanywhere's Conor Gilligan takes you through the basics of gamification, discussing some successful examples and covering some feedback from organisations who've successfully implemented it. View this webinar online at https://www.youtube.com/watch?v=xSqxvYikJ10
Press Play to Start - Introduction to Gamification
1. Gamification - Part One
Intro to Gamification
Conor Gilligan, Head of Division
Stu Dyson - Instructional Designer
Cieran Douglass - Webinar Facilitator
2. MASTER CLASSPractical Roadmap to Engaging Content
Stu Dyson - Instructional Designer
Jessica Dempsey - Instructional Designer
Introductions
Conor Gilligan,
Head of Professional Services
@gilligan_conor https://www.linkedin.com/in/conorgilligan
3. MASTER CLASSPractical Roadmap to Engaging Content
Stu Dyson - Instructional Designer
Jessica Dempsey - Instructional Designer
About Webanywhere
Our Partners Our Clients
4. MASTER CLASSPractical Roadmap to Engaging Content
Stu Dyson - Instructional Designer
Jessica Dempsey - Instructional Designer
Agenda
● Introductions
● Quick Poll
● What is Gamification?
● What are the trends?
● Gamification IS Everywhere
● Our Survey Results/ Examples
● Detail of Part Two
● Questions
5. MASTER CLASSPractical Roadmap to Engaging Content
Stu Dyson - Instructional Designer
Jessica Dempsey - Instructional Designer
Quick Poll - Are you currently using Gamification?
YES No
6. MASTER CLASSPractical Roadmap to Engaging Content
Stu Dyson - Instructional Designer
Jessica Dempsey - Instructional Designer
What is Gamification?
Gamification …
● Game design elements
● Game design principles
● Improves engagement
14. MASTER CLASSPractical Roadmap to Engaging Content
Stu Dyson - Instructional Designer
Jessica Dempsey - Instructional Designer
Takeaway 2
“Embrace Gamification,
people are already using it in
their everyday lives”
19. MASTER CLASSPractical Roadmap to Engaging Content
Stu Dyson - Instructional Designer
Jessica Dempsey - Instructional Designer
Takeaway 3
“Your audience demands
games as part of their
workplace learning”
20. What can we learn from other educational
platforms?
23. MASTER CLASSPractical Roadmap to Engaging Content
Stu Dyson - Instructional Designer
Jessica Dempsey - Instructional Designer
Takeaway 4
“Learners are motivated by
games in their workplace
environments”
24. MASTER CLASSPractical Roadmap to Engaging Content
Stu Dyson - Instructional Designer
Jessica Dempsey - Instructional Designer
Part Two - Gamification Master Class - 5th May 3.30PM
BST/ 10.30am EST
● What do we need to build a game?
● Best practices in Gamification
● What works and what doesn’t work in
Gamification?
26. Contact Information
Web - www.webanywhere.com
Tel - +44 113 3200 750
+1 312-588-7284
Email - Conor.Gilligan@webanywhere.com
Editor's Notes
Hi everyone, welcome to this webinar hosted by Webanywhere, Part one in our 2-part series about Gamification in elearning.
Joining me today is Conor Gilligan...
Conor is Head of Professional Services at Webanywhere. He currently sits on the advisory board for the Iron Yard, a division of Apollo Education Group. He is also a board member for the Tin Can project with Learning Locker and has presented at many exhibitions such as Learning Technologies, the Moodle Moot and The Chartered Institute of Professional Development. He has over 10 years’ experience in the elearning sector, working clients ranging from Texas Instruments and Twitter to Great Ormond Street Hospital and Medtronic Inc. Conor will presenting ‘Part One’ of the webinar on Gamification, over to you Conor...
Quick poll followed by Conor going through results
Personalized: learners can choose their paths. They can start at in the middle or at the end if they choose. this can be done with personal assessments, selected release (content release based on score)
Meaningful:
Mobile Accessible
Bite-sized - micro learning nuggets, short interactive scenarios are highly effective ways to immerse learners in real life situations and allow them to experience consequences and feedback.
Employees want to experience their training like they do their social media...in short, bite sized bits, with control over where they’re going.
So what do we mean by engaging content?
Define gamification, then talk about how it can be used typically for learning needs, e.g. creating games as a delivery model for corporate learning and / or creating games for leaderboards and competition e.g. sales team motivation.
Gamification is the application of game design elements and game principles in a non-game context, in an attempt to improve user engagement, productivity, flow, learning, recruitment or evaluation.
In 2011 Gartner predicted Gamification would be a new technology trigger used, actually, not for learning, but for websites to create brand loyalty and awareness as part of marketing.
We did a comparison of elearning trends using Google, as you can see here, Gamification ( the blue line) has increased in searches since when Gartner did their ‘Hype Cycle’ research in 2011, we compared Gamification with other common terms in learning, Gamification was first, 2nd was blended learning, 3rd place was mobile learning, 4th was personalised learning, and in last place we had rapid elearning.
Takeaway 1: Embrace gamification to re-vitalise your corporate learning and engage learners, they already used to it in their daily lives..
Example 1 - Nike ID, marketing campaign and brand awareness, design your own shoe via the website e-commerce, the more votes your shoe gets for best design, the more points you gain. For Nike, Gamification = Personalisation.
Example 2: Starbucks, you continue to go back to buy Starbucks coffee and they reward you with points which contributes to free coffee, for Starbucks, Gamification = Loyalty.
Example 3: Apple, they use gamification as part of the iWatch to recognise achievement using badges and motivate their users. Gamification = Motivation
Good or bad? Let us know, info@webanywhere.com
Takeaway 1: Embrace gamification to re-vitalise your corporate learning and engage learners, they already used to it in their daily lives..
We did a survey, our first question was to ‘When using elearning, how often do you vote on content?’ … The answer was interesting, 40% of people said sometimes, 30% said often, 15% never, 10% rarely and 5% always. If the audience is given the option to vote or not, if the content is relevant and to them and personal, they will typically vote, hence the 40% respondents who said they would vote. What is very promising is a further 30% said often, you see this using social media such as twitter, facebook et al, where users comment, share and ‘like’ content, as audiences become familiar and used to this approach, elearning gamification will benefit.
We asked the question ‘If you used games in your learning, would you be more productive?’ 40% of respondents said probable, and nearly as much at 35% said ‘yes’. This was refreshing for us, clearly, learners in the corporate environment are demanding something new from their L&D departments. 15% were unsure and just 10% were not in favour.
We asked the question, ‘Do you play games?’ 75% of people said yes, and 25% said no.
Takeaway 1: The modern corporate learner demands games, so we need to build this capability out within our L&D department.
Khan Academy to date have delivered over 580 million lessons and learners have completed over 3.8 billion exercise problems. They use achievement badges based on completion and activity, which then allows learners to create their own avatar.
Gamification for sales leaderboards, created in the example to support motivation and competition amongst sales teams to drive performance.
Codecademy has individual profiles with tracks depending on the learning module you are assigned to. They use badges and to motivate learners to ‘keep learning’, they have created ‘streaks’. Streaks are the number of says you have completed a consecutive exercise. The learning delivery model Codeacademy are adopting is to maintain an ‘always learning’ way of thinking for their users.
Takeaway 4: Look for best of breed gamification platforms to inform your strategy. Not necessarily education related.
Part Two - Gamification Master Class and what will be covered in the session - 5th May 2016 @ 3.30pm BST
What do we need to build a game?
Learning objectives?