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Gamechanics Talk - Indrawan Nugroho


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Gamechanics Talk - Indrawan Nugroho

  1. 1. The Role of Game & Digital Media in Human Resources Development Indrawan Nugroho, Founder & Director of Kubik Training Presented on
  2. 2. 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-bookmodule)
  3. 3. Result:While knowledge test at the end of class may be high, learning retention was low and lacking workplace applications.
  4. 4. 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:
  5. 5. Focus on objectives, not contents.Contents follow objective. We dont need toteach them everything in the text book, onlywhat they need in meeting their work or lifechallenges.By focusing in what they actually need, not onlythe learning process is focus, but alsocontextually strong, thus increasing learningretention and applications significantly.
  6. 6. Stimulate all brain functions
  8. 8. Result:• High engagement during sessions • Higher retention after training • More likely to apply at work
  9. 9. 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?
  10. 10. Training delivery must be ‘light’ in order toreach the wide varieties of the masses, but the contents should be ‘deep’ enough to deliver the impact.
  11. 11. RESULT: Effective for the massesStrong message gets across Emotional impacts Retention is high
  12. 12. CHALLENGE:Lack interaction, audience is passive learner, no sense of discovery. Learning should be fun andadventurous. It must also have a sense of discovery and accomplishment.
  13. 13. Mission Curiosity Exploration Discovery ChallengesAccomplishment Rewards
  14. 14. RESULT:Engagement is very high Retention is stronger High Work application Measurable impacts
  15. 15. LIMITATIONS: High Production CostsTechnical Complexities Scarcity of TalentsThus, it cannot be easily duplicated
  16. 16. CHALLENGE: Reach the massesQuality standardized Easily duplicated Delivered anytime Low costs
  17. 17. ANSWER: ONLINE LEARNING Problem: Solitary activity Knowledge transfer Linear (tyrany of next button)Learning needs to be social, because we are all social learners.
  18. 18. ANSWER:ONLINE SOCIAL LEARNING Problem: Not necessarily fun Lacking motivation
  19. 19. How do you make OSL fun and intrinsicallymotivating? One that makes you addicted tolearning, just like the way you get addicted playing online games?The answer lies in the question, design it with gaming elements.
  21. 21. ANSWER: ONLINE SOCIAL LEARNING + GAMIFICATION1. Learners have a mission to accomplish2. Multiple levels with interesting challenges3. Main quests and side quests with their own rewards4. Facilitate cooperation as well as competition5. Curating contents, group discussions, posting ideas, commenting and ratings6. Quizzes, essays, action-plan, real-live assignments7. Points, badges, and leader boards, K-Cash8. Social Media used for recognition and commitment