Copyright © Enterprise Hive, LLC
2013
Copyright © Enterprise Hive, LLC 2013
Technology Changes Everything
Poll Question #1
 Yes : Raise your hand if your organization is implementing or has
implemented gaming technology in any ...
For those of you that know what I’m talking about, and are considering
new game technologies, how soon are you considering...
o Social Learning versus Social Media?
o The Transforming Workplace
o LMS and TMS Trends
o Impact of Game Mechanics on Lea...
Social Media Social Learning
similar technology
different setting
Informal Informal
Collaborative Collaborative
Non-Instit...
Social Media in the workplace does not
constitute Social Learning
Collaboration in the workplace can improve productivity
...
Social Learning has a direct impact on engaged employees and engaged
employees drive results.
“Disengaged workers cost the...
Culture of personalized learning
Culture of working anytime, anywhere on any device
Many devices including personal device...
Boomers are adapting to technology
Generation X is the PC generation
Millennials are the Internet generation
Copyright © E...
A study on the use of social media by Aberdeen Group found that top 20%
of users of Web 2.0 tools in talent management exp...
McKinsey recently correlated the relative value companies believed they were getting
from various social media technologie...
LMS and TMS Trends
Copyright © Enterprise Hive, LLC 2013
• Responsive design for mobile deployment
• Selection of solution...
Retention and Completion
Copyright © Enterprise Hive, LLC 2013
Industry continues to innovate to provide early interventio...
Gaming
Copyright © Enterprise Hive, LLC 2013
Non-traditional Gaming
Copyright © Enterprise Hive, LLC 2013
Gamification is the introduction of game psychology into the front end of
business applications. It combines cleverly stru...
Maslow’s Hierarchy of Human Needs
Copyright © Enterprise Hive, LLC 2013
Competence
AutonomyRelatedness
Beyond Maslow
Copyright © Enterprise Hive, LLC 2013
Gaming Mechanics Gaming Dynamics Human Need
Points Reward Accomplishment
Levels Status Progress
Leaderboards Competition R...
Catalyst for change Positively influence behavior
Gamification
Copyright © Enterprise Hive, LLC 2013
Utilities Healthcare
Persuade
Copyright © Enterprise Hive, LLC 2013
Predicted that game-based
learning is on the two-or-three-
year horizon for adoption in
higher education.
What makes it mi...
Motivate
Copyright © Enterprise Hive, LLC 2013
Put in Bottle
Achievement
Recycle Bottles
Competition Reward
Get Points
What did you observe?
Copyright © Enterprise Hive,...
It’s all about the customer
experience
Online Customer Communities
Copyright © Enterprise Hive, LLC 2013
5 Ways to Develop Customer
Loyalty Using Gaming Principles
Gabe Zichermann
Gamification Thought Leader
Game theory & custo...
Grind : simple and easy-to-understand action as the core of
your product and loyalty effort.
Example:
Logging in
Rating an...
Build Loyalty with Gaming Theory
Copyright © Enterprise Hive, LLC 2013
XP System : experience points to understand the beh...
Social Actions : use at least 5 concepts such as “like”,
“comment”, “rate”, “post” or “invite”. Thinking of these as socia...
Action
Emotion
Expression
Positive
Feedback
Return
Build Loyalty with Gaming Theory
Copyright © Enterprise Hive, LLC 2013
...
Reward System: tangible benefit for good
behavior
SAPS
Status
Access
Power
Stuff
Build Loyalty with Gaming Theory
Copyrigh...
Grind Points
XP
Social Loop
Rewards
SAPS
Loyalty
Game Mechanics for Customer
Community
Copyright © Enterprise Hive, LLC 20...
How are you using gaming mechanics?
Third party graphics in presentation
compliments of Google images.
Copyright © Enterpr...
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Technology Trends and Their Impact on the Way We Live, Work and Learn

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1.Social Learning versus Social Media?
2.The Transforming Workplace
3.LMS and TMS Trends
4.Impact of Game Mechanics on Learning and Collaboration

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  • Before we can begin our discussion on creating a social learning hive, it is important to differentiate between the terms Social Media and Social Learning. First of all, One is a noun and the other is a verb. You can’t do ‘social media’, but you can ‘social learn. These social media tools include internet applications that provide the capabilities for blogs, microblogs (e.g., Twitter & Yammer), file sharing (e.g., Flickr & SlideShare), Virtual Meeting Places, (e.g., Adobe Connect & Elluminate), social sites (e.g. Facebook) and wikisHowever, it should be not assumed that user will be able to socially learn by having a facebook page or Twitter account (social media examples) It is important for organizations to provide the right opportunities to help their employees understand how to socially learn as well.Jane Hart is correct when she opined, “true social learning is an integral part of working, not separate from it.” But, providing access to social media tools in the workplace does not constitute social learning. Those social media applications and technologies need to be worked into both the learning cycles of an organization as much as it has to be embedded into the workflows of common business tasks.Social (interpersonal) learning as the development of knowledge, skills and attitudes while connected to others (peers, mentors, experts) in an electronic surround of digital media, both real-time and asynchronous ”Social learning is about learning through your interactions with others and through the knowledge and expertise of others.” * Not Institutional or Course Centric – Informal Learning People learn best from one another and social learning keeps employees engaged with social media tools to connect, collaborate and innovate which will increase employee productivity and effectiveness* Dave Wilkins, The Social Enterprise Blog
  • Technology Trends and Their Impact on the Way We Live, Work and Learn

    1. 1. Copyright © Enterprise Hive, LLC 2013
    2. 2. Copyright © Enterprise Hive, LLC 2013 Technology Changes Everything
    3. 3. Poll Question #1  Yes : Raise your hand if your organization is implementing or has implemented gaming technology in any part of your organization.  No : Raise your hand if your organization has not implemented gaming technology in any part of your organization.  Not Sure : Or, have no idea what I’m talking about. Copyright © Enterprise Hive, LLC 2013
    4. 4. For those of you that know what I’m talking about, and are considering new game technologies, how soon are you considering implementing new technologies?  Within the next 18 months  Within the next year  Immediately (next 6 months)  We have no plans Poll Question #2 Copyright © Enterprise Hive, LLC 2013
    5. 5. o Social Learning versus Social Media? o The Transforming Workplace o LMS and TMS Trends o Impact of Game Mechanics on Learning and Collaboration Copyright © Enterprise Hive, LLC 2013 Agenda
    6. 6. Social Media Social Learning similar technology different setting Informal Informal Collaborative Collaborative Non-Institutional Institutional Copyright © Enterprise Hive, LLC 2013 Social Media versus Social Learning
    7. 7. Social Media in the workplace does not constitute Social Learning Collaboration in the workplace can improve productivity Organization-wide collaboration streamlines access to information Effective collaboration fuels better output, quality and timeliness Better collaboration leads to lower employee turnover Copyright © Enterprise Hive, LLC 2013
    8. 8. Social Learning has a direct impact on engaged employees and engaged employees drive results. “Disengaged workers cost the economy about $328 billion annually*” Recent Gallup Employee Engagement Index: “71% of American workers are "not engaged" or "actively disengaged" in their work, meaning they are emotionally disconnected from their workplaces and are less likely to be productive” which impacts sales, customer service, quality, and profit.” Copyright © Enterprise Hive, LLC 2013 *Engagement Data -http://gmj.gallup.com/content/24880/Gallup-StudyEngaged-Employees-Inspire-Company-Innovation.aspx Why is Social Learning Important?
    9. 9. Culture of personalized learning Culture of working anytime, anywhere on any device Many devices including personal devices on corporate networks “It’s all about ME.” Copyright © Enterprise Hive, LLC 2013 Cloud, Social and Mobile are Transforming the Workplace
    10. 10. Boomers are adapting to technology Generation X is the PC generation Millennials are the Internet generation Copyright © Enterprise Hive, LLC 2013 Multiple Generations of Learners
    11. 11. A study on the use of social media by Aberdeen Group found that top 20% of users of Web 2.0 tools in talent management experienced: 34% improvement in time-to-productivity 31% improvement in employee retention/turnover Social Media deepens employee engagement by: Building trusted connections among peers Rewarding knowledge transfer Sharing of best practices Copyright © Enterprise Hive, LLC 2013 Social Media Drives Engagement
    12. 12. McKinsey recently correlated the relative value companies believed they were getting from various social media technologies: Video Sharing Wiki Blogs Podcasts Social Networking Peer-to-peer Collaboration Copyright © Enterprise Hive, LLC 2013 Social Media Technologies Benefits
    13. 13. LMS and TMS Trends Copyright © Enterprise Hive, LLC 2013 • Responsive design for mobile deployment • Selection of solution with open framework • Secure and private social network options • SaaS and Cloud deployments • Certifications and Badging • Gamification of learning • Embedded data and analytics
    14. 14. Retention and Completion Copyright © Enterprise Hive, LLC 2013 Industry continues to innovate to provide early intervention, feedback and technologies to support students in traditional and corporate learning.
    15. 15. Gaming Copyright © Enterprise Hive, LLC 2013
    16. 16. Non-traditional Gaming Copyright © Enterprise Hive, LLC 2013
    17. 17. Gamification is the introduction of game psychology into the front end of business applications. It combines cleverly structured applications (game mechanics) with our deep emotional urges (basic human needs) to succeed, compete and collect things in order to win. When employed successfully it has the potential to build brand loyalty, increase sales and deeply engage with target audiences. -Toby Williams “Gamification” Defined Copyright © Enterprise Hive, LLC 2013
    18. 18. Maslow’s Hierarchy of Human Needs Copyright © Enterprise Hive, LLC 2013
    19. 19. Competence AutonomyRelatedness Beyond Maslow Copyright © Enterprise Hive, LLC 2013
    20. 20. Gaming Mechanics Gaming Dynamics Human Need Points Reward Accomplishment Levels Status Progress Leaderboards Competition Recognition Challenges/Quests Achievement Control over actions Put it Together Copyright © Enterprise Hive, LLC 2013
    21. 21. Catalyst for change Positively influence behavior Gamification Copyright © Enterprise Hive, LLC 2013
    22. 22. Utilities Healthcare Persuade Copyright © Enterprise Hive, LLC 2013
    23. 23. Predicted that game-based learning is on the two-or-three- year horizon for adoption in higher education. What makes it mind-blowing is the way Sal has used game mechanics to make dizzying subjects accessible and yes, fun and addictive. - Eric Brunner Teach Copyright © Enterprise Hive, LLC 2013
    24. 24. Motivate Copyright © Enterprise Hive, LLC 2013
    25. 25. Put in Bottle Achievement Recycle Bottles Competition Reward Get Points What did you observe? Copyright © Enterprise Hive, LLC 2013
    26. 26. It’s all about the customer experience Online Customer Communities Copyright © Enterprise Hive, LLC 2013
    27. 27. 5 Ways to Develop Customer Loyalty Using Gaming Principles Gabe Zichermann Gamification Thought Leader Game theory & customer communities Copyright © Enterprise Hive, LLC 2013
    28. 28. Grind : simple and easy-to-understand action as the core of your product and loyalty effort. Example: Logging in Rating an article Sharing a comment Grind Step #1 Build Loyalty with Gaming Theory Copyright © Enterprise Hive, LLC 2013
    29. 29. Build Loyalty with Gaming Theory Copyright © Enterprise Hive, LLC 2013 XP System : experience points to understand the behavior and knowledge of your users. Example: 1 point each time logged in Points Step #2
    30. 30. Social Actions : use at least 5 concepts such as “like”, “comment”, “rate”, “post” or “invite”. Thinking of these as social actions will also help you attract new users. Assign XP point values to each of those social actions. Consider what the relative values should be. Is creating a profile worth 10 times the commenting or just five times? Build Loyalty with Gaming Theory Copyright © Enterprise Hive, LLC 2013 Actions Step #3
    31. 31. Action Emotion Expression Positive Feedback Return Build Loyalty with Gaming Theory Copyright © Enterprise Hive, LLC 2013 Appointment Step #4 Social Loop with Appointment Mechanics Consider the actions you just described. How do they fit into a social loop? Appointment mechanic for a commitment to check in or come back on a regular basis.
    32. 32. Reward System: tangible benefit for good behavior SAPS Status Access Power Stuff Build Loyalty with Gaming Theory Copyright © Enterprise Hive, LLC 2013 Reward Step #5
    33. 33. Grind Points XP Social Loop Rewards SAPS Loyalty Game Mechanics for Customer Community Copyright © Enterprise Hive, LLC 2013
    34. 34. How are you using gaming mechanics? Third party graphics in presentation compliments of Google images. Copyright © Enterprise Hive, LLC 2013

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