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eLearning and Gamification –
a Perfect Match
Hadas Kasher, VP Business Development
A New Culture of Learning with the
Employee at its center
• 84% of executives view learning as an
important issue
• Employ...
1% of a workweek is left for L&D
CONTINOUS EMPLOYEE CENTRIC LEARNING
GAMIFICATION:
IS IT A GAME?
A FITBIT FOR WORK
• Encouraging performance &
learning
• Benchmarks, personal records
• Friend...
GAMIFICATION
The use of game mechanics and experience
design to digitally engage and motivate people,
driving the achievem...
WORK IS CHANGING:
Addressing alignment and engagement in real time
ALIGN
Company goals
match KPIs
TRACK
Set goals & give
f...
THE EMPLOYEE JOURNEY
Onboarding
Career Development
Social connectedness
Performance
Improvement
Personal
Growth
Learning
AN ENGAGEMENT LAYER AT WORK:
GAMIFICATION
Social Feeds
Game Narrative –metaphor
for achievement
Leaderboards and badges
Le...
ELEARNING & GAMIFICATION
• Completion
• Feedback
• Recognition
• Fast-paced
• On-the job
Micro learning – Goldfish Attention Span
Gamification can:
• Track the use of micro-learning
• Encourage the use of micro-...
Great combinations of eLearning &
Gamification
1. On-the-job training
2. In-class
3. On-boarding
4. Refresher and complian...
CASE STUDIES
• eLearning: 3X more learning
completion
• Call Center: sales KPIs up 10%
• Contact Center: + 10% in
customer...
eLearning Gamified
ENTERPRISE READY:
A “WEARABLE” FOR WORK
HOME-
GROWN
SYSTEMS
SCHOOLS FIRST CASE STUDY
NEEDS
• User-friendly course content development
• Data tracking for progress, completion etc
• A...
“We originally envisioned that only new employees
would use the system.. What happened next was
almost surprising: quite a...
MEASUREMENT & ANALYTICS
USING NARRATIVES TO FIT BUSINESS NEEDS
CITY
Learning &
onboarding
SCAVENGER
Knowledge & train
GLOBAL
EXPLORER
Learning
RAC...
Gamification 2.0
Social Psychology
Intrinsic motivation
Event based micro-learning
Compelling narrative
Segmentation, pers...
Elearning and gamification
Elearning and gamification
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Elearning and gamification

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eLearning and Gamification are a perfect match, with gamification delivering stunning completion rates, especially with micro-learning sequences. Presentation given by Hadas Kasher of GamEffective at the Credit Union National Association (CUNA) - discussing gamification, learning and financial services

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Elearning and gamification

  1. 1. eLearning and Gamification – a Perfect Match Hadas Kasher, VP Business Development
  2. 2. A New Culture of Learning with the Employee at its center • 84% of executives view learning as an important issue • Employees expect dynamic, self- directed, continuous learning • Consumer-centric learning (e.g. Lynda.com) puts employees in charge Global Human capital trends 2016 - Deloitte
  3. 3. 1% of a workweek is left for L&D
  4. 4. CONTINOUS EMPLOYEE CENTRIC LEARNING
  5. 5. GAMIFICATION: IS IT A GAME? A FITBIT FOR WORK • Encouraging performance & learning • Benchmarks, personal records • Friendly personal and team competitions
  6. 6. GAMIFICATION The use of game mechanics and experience design to digitally engage and motivate people, driving the achievement of business goals
  7. 7. WORK IS CHANGING: Addressing alignment and engagement in real time ALIGN Company goals match KPIs TRACK Set goals & give feedback IMPROVE Coach and learn
  8. 8. THE EMPLOYEE JOURNEY Onboarding Career Development Social connectedness Performance Improvement Personal Growth Learning
  9. 9. AN ENGAGEMENT LAYER AT WORK: GAMIFICATION Social Feeds Game Narrative –metaphor for achievement Leaderboards and badges Learning and training activities Reflect on performance wth real time KPIs Next Best Action
  10. 10. ELEARNING & GAMIFICATION • Completion • Feedback • Recognition • Fast-paced • On-the job
  11. 11. Micro learning – Goldfish Attention Span Gamification can: • Track the use of micro-learning • Encourage the use of micro- learning through calls to action • Provide much needed recognition and social proof
  12. 12. Great combinations of eLearning & Gamification 1. On-the-job training 2. In-class 3. On-boarding 4. Refresher and compliance
  13. 13. CASE STUDIES • eLearning: 3X more learning completion • Call Center: sales KPIs up 10% • Contact Center: + 10% in customer service KPIs • Tool Adoption: %90 recommend using gamification • Onboarding: 85% completion rate
  14. 14. eLearning Gamified
  15. 15. ENTERPRISE READY: A “WEARABLE” FOR WORK HOME- GROWN SYSTEMS
  16. 16. SCHOOLS FIRST CASE STUDY NEEDS • User-friendly course content development • Data tracking for progress, completion etc • A reporting interface • System-generated e-mail communications • Integration with SumTotal Results On Demand ROI: 85% of frontline employees completing all learning tasks.
  17. 17. “We originally envisioned that only new employees would use the system.. What happened next was almost surprising: quite a number of veteran employees went into the game… and completed all the levels, refreshing their knowledge”. Jamie Deno, Learning and Development Manager, SchoolsFirst FCU
  18. 18. MEASUREMENT & ANALYTICS
  19. 19. USING NARRATIVES TO FIT BUSINESS NEEDS CITY Learning & onboarding SCAVENGER Knowledge & train GLOBAL EXPLORER Learning RACE Performance
  20. 20. Gamification 2.0 Social Psychology Intrinsic motivation Event based micro-learning Compelling narrative Segmentation, personalization

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