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Unleashing Mobile Superheroes! Creating a Gamified Learning Strategy for the Modern Workplace, Juliette Denny

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An exploration of how to incorporate gamification elements throughout workplace training schemes, the positive impacts it can have on learner engagement and how gamification can be implemented in a mobile app. Growth Engineering's project with L’Oréal and how both Juliette and her team realised that the future of gamification is mobile. Best practices that were created through the journey in the gamification world and helped them go from player to professional!

Published in: Leadership & Management
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Unleashing Mobile Superheroes! Creating a Gamified Learning Strategy for the Modern Workplace, Juliette Denny

  1. 1. Unleashing Superheroes! Date: 27/11/2018 Prepared for: Gamification Europe Creating a Gamified Learning Strategy for the Modern Workplace
  2. 2. Who Are We? Learner Engagement Superheroes! We wage war on dull online learning by using: o Gamification o Social Learning o Epic Meaning
  3. 3. The Bad News… Most learning sucks. This makes Dr. Dull very happy and us very sad.
  4. 4. The State of Play 98% of compliance training fails to make any business impact. Source: SAI Global Only 15% of organisations are fully satisfied with their LMS. Source: eLearning Guild Research
  5. 5. Forget Me Not We are constantly battling against the forgetting curve. We forget 70% of everything we learn within 24 hours and 90% within a month. Ouch!
  6. 6. The Good News… Gamification is learning and development’s secret weapon. We can use what we know about how the brain works, our basic human needs and desires and our love of game mechanics to create a potent learning cocktail.
  7. 7. Next Up: Let’s Look At How We Learn…
  8. 8. Battle Boredom Boredom kills your will-power and your capacity for learning. Novelty causes the dopamine system in the brain to activate.
  9. 9. Chemical Catalyst Game mechanics also: • Raise learners’ dopamine (the ‘feel good hormone’) levels. • Encourage the brain to release oxytocin – the ‘love hormone’. • Release endorphins, which lower stress and anxiety levels. • Control cortisol (the ‘stress hormone’) levels.
  10. 10. Reliable Recall Gameplay has been shown to stimulate strong hippocampal activation. This is the area of the brain that is largely responsible for knowledge recall.
  11. 11. Fighting Fit Gameplay has been shown to improve brain functions. A test group of older subjects played a popular racing game for 15-hour hours over 5 weeks. When evaluated afterwards, they demonstrated a 30% improvement in memory and attention span scores. Source: BBC Horizon
  12. 12. Next Up: Game Mechanics & Learner Engagement
  13. 13. Great Gamification o …Is narrative driven and has meaning to the learner. o …Provides rewards equal to the effort put in. o …Doesn’t happen in a vacuum – it happens in a social environment.
  14. 14. Game Mechanics Here are the game mechanics that work well within an online learning environment: o Levels o Badges o XP o Leaderboards o & Next Gen Mechanics Like…
  15. 15. Streaks Streaks encourage learners to keep returning to their training content by providing rewards at regular intervals. On average, it takes 66 days to form a new habit. ‘Streaks’ help us to force behaviour change, as nobody wants to ‘break the chain’ Source: European Journal of Social Psychology
  16. 16. Battles Peer-to-peer quiz-based battles, built from a giant pool of questions. Competition is more meaningful when it’s against people we know and admire. Studies show that runners run faster (5 seconds faster per kilometre) when competing against their rivals, rather than strangers. Source: Kilduff, 2014
  17. 17. Challenges Evidence-based tasks that help learners to contextualise their training. Challenges also empower learners to showcase their knowledge in a social environment. 70% of students are motivated by participating in a healthily competitive environment. Source: Autonomous University of Madrid
  18. 18. Treasure Hunts Share hints that help learners to track down QR codes in the real world. These codes trigger videos, eLearning and more, driving further levels of understanding. Building and adding to a collection has been shown to fuel our ‘nucleus accumbens’ – the pleasure centre in our brains. Source: MD Magazine
  19. 19. Next Up: Don’t Forget…
  20. 20. Social Learning Gamification is more effective within a social environment. ‘Status’ can be a powerful motivational tool. Social technologies can raise productivity levels by as much as 25%. Source: Gartner
  21. 21. Epic Meaning Customisation, personalisation and relevance also play a key role in making gamification effective and meaningful. 77% of learning professionals surveyed think personalised learning is essential to employee engagement. Source: Learning Technologies Exit Poll
  22. 22. Next Up: The Results
  23. 23. L'Oréal Case Study The ‘My Beauty Club’ is home to 2,300 Learners across 18 Countries. These learners are Beauty Advisors working out of travel retail locations. The app has seen unprecedented levels of learner engagement.
  24. 24. L'Oréal Case Study o 30,000 Social Posts o 50,000 Likes o 59 Unique Sessions Per Learner Per Month o Roll-out across the US and Australia.
  25. 25. Game Case Study GAME is the leading retailer of video games in the UK. They operate more than 320 stores and employ 3,700 staff throughout the UK. As you might expect, their platform, ‘GAME Learning Zone’ is gamification mad!
  26. 26. Game Case Study o Within two weeks of launching, 98% of learners had completed all available content. o Sales training led to staff seeing a 94.3% uplift in their average basket size. o Customer service training led to a 19% increase in staff praise.
  27. 27. Game Case Study Power of the Pin: By earning a certain number of Badges via the platform, GAME employees earn real- world ‘GAME Hero’ Pins to wear on their employee lanyard. Over 6,000 have been given out so far.
  28. 28. EE Case Study EE is the largest mobile network operator in the UK and the largest operator of 4G services in Europe. They have 25,000+ employees across 550+ stores / head office. Their platform is called ‘The Digital Academy’.
  29. 29. EE Case Study o 1,670,868 page-views since launch o 9,410 employees have completed their first assessment with an average score of 99% o 92% of learners in EE say their LMS has increased their digital skills
  30. 30. The Future o The surge in technological innovation will lead to new expressions of gamification, which will evolve in ways we can’t imagine yet. o There’s currently not enough research proving how effective gamification is – this will change.
  31. 31. Conclusion How do we defeat Dr Dull? o We take what we know about how the brain works and the power of fun and shape our learning solutions accordingly. o We utilise the tools like gamification, social learning and epic meaning to change the world!
  32. 32. The End! Any Questions? Contact us here: hello@growthengineering.co.uk Find us here: www.growthengineering.co.uk

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