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Gamification of online learning - Case study & Best practices


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Gamification – A Case in Point/ The Business Case
• Why & How of Gamification
• Illustrations of the gamification process
• Examples success stories
• What’s the ROI, ways to measure it
• Pitfalls of gamification for the sake of gamification

Published in: Education, Technology

Gamification of online learning - Case study & Best practices

  1. 1. Image Credit: Anurabh Das, Flickr Mohit Garg Co-founder, MindTickle +91 99203 49419 © All Rights reserved, 2013
  2. 2. What is Gamification? • Essence of “game” thinking -> applied to business (non-game) use cases • Gamification provides a scalable framework for encouraging users to engage in desired behaviours voluntarily © All Rights reserved, 2013 2
  3. 3. How does Gamification work? (1) Source: BunchBall Whitepaper © All Rights reserved, 2013 3
  4. 4. Examples of Gamification © All Rights reserved, 2013 4
  5. 5. Why is Gamification Relevant to Employee Engagement/Learning? Because of the changing attitudes/preference of employees        Short attention span Competitive Irreverent Seek instant gratification Tuned to “Social” Prefer self-paced Accustomed to visually stimulating user interfaces © All Rights reserved, 2013 5
  6. 6. Gamification is not “Gaming” or “Serious Gaming”, for that matter Business Gamification is a framework for designing repeatable and agile business processes/ technology Gaming on the other hand focusses on deep interactions in game play, resulting in higher degree of customization but limited extensibility Source: © All Rights reserved, 2013 6
  7. 7. Gamification is more suited for today’s business environment Gaming/ Serious Gaming Gamification Agility / Time to deploy 3-6 months < 4 weeks Flexibility Low High Resources Required High Low Cost Model Upfront Sunk Cost Value Based/Per User Depth of Simulation High Medium (graphics, servers, manpower) Source: © All Rights reserved, 2013 7
  8. 8. The blend of “social”, gamification & analytics creates highest impact If “Social” and Gamification are an engine to enable change, analytics is the fuel. Analytics lets you measure impact and identify where further refinement is needed. Nearly all Gamification efforts are iterative in nature. - Charlie Bess, Chief Technologist, HP © All Rights reserved, 2013 8
  9. 9. Blended recipe for online learning Game mechanics motivate and engage the user      Badges: Sense of achievement, instant gratification Levels: Achievable goals and incremental sense of progress Challenges: Balance between skill and difficulty Points: Differentiate committed learner from casual dabbler Leaderboard: Reputation, Bragging Rights Social enhances informal learning and participation      Invites: Makes it viral and increases participation Updates & Discussions: Be a part of the larger community Likes: Encouragement from peers Share: Sharing achievements Comments: Informal learning and feedback © All Rights reserved, 2013 9
  10. 10. Case Study 1 Problem: Pre-Join Onboarding / Training at HCL Source: Forrester B2E 2013 Awards Nomination, © All Rights reserved, 2013 10
  11. 11. Case Study 1 Solution: Gamified online platform for new joiners Achievement badges for creating sense of aspiration and achievement Gamified journey for creating awareness about HCL’s history, employer value proposition and its culture Leaderboard for healthy competition – acts as a driver of motivation Updates/wall for creating an online social environment, an online community of all joiners Source: Forrester B2E 2013 Awards Nomination, © All Rights reserved, 2013 11
  12. 12. Case Study 1 Solution: Gamified online platform for new joiners © All Rights reserved, 2013 12
  13. 13. Case Study 1 User Feedback Gamification turned my rejection into acceptance! “An amazing platform which sheds relevant information about HCL which a new joiner would like to know. Easy to explore and understand. It actually created an interest to be a part of HCL family” – Management Trainee, 25 Being a part of virtual HCL! “Gamification connects with you at the time when a joiner is confused and unaware about the company. This tool gives him/her an insight about the history, culture and business. It is an effective communicator” - Senior Manager, 48 Source: Forrester B2E 2013 Awards Nomination, © All Rights reserved, 2013 13
  14. 14. Case Study 1 Results and associated Business Impact 1. > 60% new hires participated voluntarily 2. The probability of a candidate dropping was 9 times lower among the cohort who participated vs. those who did not 3. Discovery: The participation acts as a renege predictor Source: Forrester B2E 2013 Awards Nomination, © All Rights reserved, 2013 14
  15. 15. Summary 1. Gamification for the sake of gamification is likely to fail 2. Align gamification with learner motivation 3. Identify the business objectives and metrics 4. Integrate with “social” and “strong analytics” 5. Start with a well-defined use case/business problem. Examples – sales training, policy training, NHT 6. Measure, learn and iterate along the way to enterprise wide gamification 7. Internal marketing and branding of the initiative is a KSF © All Rights reserved, 2013 15
  16. 16. Thank you! Visit Follow our blog Follow us on twitter @mindtickle Contact: @mohgar (0) 99203 49419 Share This Document