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© Copyright 2013 Hewlett-Packard Development Company, L.P. The information contained herein is subject to change without notice.
Gamification to Facilitate
Learning Beyond a
Single Course
Enterprise Group Learn to Earn Development Portal
James McKim/ June 17, 2013
© Copyright 2013 Hewlett-Packard Development Company, L.P. The information contained herein is subject to change without notice.2
Overview
The Problem
How to achieve training goals that
drive significantly improved
organizational performance outcomes.
The Solution
Leverage gaming to encourage and
drive training behavior on a grander
scale than within one course.
© Copyright 2013 Hewlett-Packard Development Company, L.P. The information contained herein is subject to change without notice.3
Challenges/Key Insights
Insights
• Historically, no way to identify
important training
• Salespeople have short attention-
spans
• Real-world goals need to come alive
for users
• Personal and group goals need to
be tangible
Challenge
• Business Involvement
• Developing a game for salespeople
• Keeping training up to date
© Copyright 2013 Hewlett-Packard Development Company, L.P. The information contained herein is subject to change without notice.4
The Game
4
Home Page
Managers
Dashboard
Achievements
Page
© Copyright 2013 Hewlett-Packard Development Company, L.P. The information contained herein is subject to change without notice.5
Results
• Increased training consumption
• Faster location and consumption
of training
• Tracking of training time against
training time goals
• Managers assignment of
appropriate training to meet sales
goals
• Interest and support from the
highest levels of HP
© Copyright 2013 Hewlett-Packard Development Company, L.P. The information contained herein is subject to change without notice.6
How to do it…
3Cs
• Communicate
• Communicate
• Communicate
Develop User
Experience
• Define the
game rules and
components
• Build the
system
• Train the
managers and
training owners
Set training
goals
• Determine how
much training is
realistic over the
year
• Set personal
and
organizational
training goal
• Get business
buy-in
Develop
training
• Determine
training areas
• Map training to
competency
model
Identify skill/
knowledge
needs
• Define the
Competency
Model
• Verify with
business
management
and Subject
Matter Experts
(SMEs)
© Copyright 2013 Hewlett-Packard Development Company, L.P. The information contained herein is subject to change without notice.7
Take-aways
Gamification Can Work Beyond a
Single Course
• The business must have established learning
goals
• Business management must agree that training
is a priority
• Curriculum must be identified and developed to
support the business goal
• The technology must be developed to be user-
friendly and fun for both learners and
managers
• Business management must repeatedly and
consistently communicate the importance of
usage of the technology to the point of
including its use in performance reviews
© Copyright 2013 Hewlett-Packard Development Company, L.P. The information contained herein is subject to change without notice.
Thank you

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BrandonHall_June2013_Presentation

  • 1. © Copyright 2013 Hewlett-Packard Development Company, L.P. The information contained herein is subject to change without notice. Gamification to Facilitate Learning Beyond a Single Course Enterprise Group Learn to Earn Development Portal James McKim/ June 17, 2013
  • 2. © Copyright 2013 Hewlett-Packard Development Company, L.P. The information contained herein is subject to change without notice.2 Overview The Problem How to achieve training goals that drive significantly improved organizational performance outcomes. The Solution Leverage gaming to encourage and drive training behavior on a grander scale than within one course.
  • 3. © Copyright 2013 Hewlett-Packard Development Company, L.P. The information contained herein is subject to change without notice.3 Challenges/Key Insights Insights • Historically, no way to identify important training • Salespeople have short attention- spans • Real-world goals need to come alive for users • Personal and group goals need to be tangible Challenge • Business Involvement • Developing a game for salespeople • Keeping training up to date
  • 4. © Copyright 2013 Hewlett-Packard Development Company, L.P. The information contained herein is subject to change without notice.4 The Game 4 Home Page Managers Dashboard Achievements Page
  • 5. © Copyright 2013 Hewlett-Packard Development Company, L.P. The information contained herein is subject to change without notice.5 Results • Increased training consumption • Faster location and consumption of training • Tracking of training time against training time goals • Managers assignment of appropriate training to meet sales goals • Interest and support from the highest levels of HP
  • 6. © Copyright 2013 Hewlett-Packard Development Company, L.P. The information contained herein is subject to change without notice.6 How to do it… 3Cs • Communicate • Communicate • Communicate Develop User Experience • Define the game rules and components • Build the system • Train the managers and training owners Set training goals • Determine how much training is realistic over the year • Set personal and organizational training goal • Get business buy-in Develop training • Determine training areas • Map training to competency model Identify skill/ knowledge needs • Define the Competency Model • Verify with business management and Subject Matter Experts (SMEs)
  • 7. © Copyright 2013 Hewlett-Packard Development Company, L.P. The information contained herein is subject to change without notice.7 Take-aways Gamification Can Work Beyond a Single Course • The business must have established learning goals • Business management must agree that training is a priority • Curriculum must be identified and developed to support the business goal • The technology must be developed to be user- friendly and fun for both learners and managers • Business management must repeatedly and consistently communicate the importance of usage of the technology to the point of including its use in performance reviews
  • 8. © Copyright 2013 Hewlett-Packard Development Company, L.P. The information contained herein is subject to change without notice. Thank you

Editor's Notes

  1. The Problem: Imagine being the top information technology company in the world with hundreds of companies trying to beat you in selling products and services. Imagine needing to train 10,000+ salespeople world-wide from diverse geographies and cultures to maintain competitive advantage in hundreds of markets. How do you engage them in a way that will keep their attention throughout the year? How do you provide maximum sales power around the world with a company portfolio of thousands of products and services? How do you allow management to gauge the knowledge of their people, help them improve performance and to meet sales goals? The Solution: The ESSN/TS L2E game is an optimized, long-term training experience that creates real business benefits that translate into enhanced revenue and productivity. It guides learners to exactly what training they need, when they need it, where they need it. This could be at their desktop in their office or on their hand-held device on the road. Learning is set in the context of competition. The “Challenge” of the game is for a sales team to score the closest to their organizational/role training “time-away from selling” goal. The sales team scoring closest to their organizational/role training time out goal wins the game and is recognized as the Best Trained Sales Team. Not too little training, not too much training, just the right amount. As learners complete training, they are awarded points toward the “Challenge” of meeting the organizational/role goals for time selling versus time training. These points are credited toward their team’s score. You might ask: what were some of the key insights and challenges in putting this program together…
  2. INSIGHTS (4 key insights) After analysis, the problem of convincing people to consume training was not so much that the available training was poor, but that: learners had either no real way to gauge what training was important for their and the company’s success, and/or learners could not spend the time searching for appropriate training. By providing guidance as to what training should be consumed, as well as easy access to it through mobile devices, those problems were resolved. User experience is critical to drawing and keeping the attention of salespeople. Tying learning via a game to to the real-world goals makes the game come alive for the users. Tying learning via a game also makes personal and group goals more tangible. CHALLENGE The business wanted to focus on selling, not training. They had to be convinced that they needed to make training a priority if this was going to succeed. Developing a game that will keep the attention of salespeople is a major challenge. A “flashy” user interface that would keep their attention was needed. Keeping the metadata about the 600+ training activities up to date (managed by 10+ Learning Program Managers) is a challenge. So, what does this look like…
  3. Screenshots from The Game Home page Game challenge statement Search simple yet sophisticated search mechanism MyTasks Assignments tracking Progress bar: provides snapshot view toward personal goal Achievements page Tokens: one per training activity completed – provide visual and reinforce learning areas Game Board: provides visual of progress toward goal (12 for sales, 20 for presales) Badges: visible reward for significant achievement Mangers Dashboard Shows team progress Shows team scoring positions relative to organizational goal. What results have we seen…
  4. Results we observed/achieved Increases in training consumption in specific focus areas i.e. products, solutions, sales skills, and HP sales methodologies Allowed students to more quickly locate and consume training designed to support sales initiatives Allowed students to track training time against their training time goals when they were not able to do so previously Allowed managers to assign appropriate training to meet sales goals Generated interest and support from the highest levels and business groups of HP senior and executive management. Measureable benefits seen as a result of the practice include: Increased utilization of training because of game-directed, prescribed training: self-initiated hours/learner for FY11 (11/1/10- 10/31/11)=30 hours self-initiated projected hours/learner for FY12 (to date) = 40 hours. % learning via mobile devices is now 20% as compared with 0% before the game existed, as mobile learning was not an option before the game existed. Thus, the game has encouraged mobile learning. 70% drop in student queries about where to find training. Improved time to productivity. Time to complete required training has been reduced by approximately 50% (8 – 10 weeks in FY11, 4-6 weeks in FY12). From this fact, we know that 100% of the sales force was prepared for each quarterly product launch and thus able to provide maximum selling performance. Increased use of the practice, particularly at times of sales initiatives or strikes as shown in February 2012 and May 2012 in the figure on the page. So, how did we do it…
  5. Takeaways…