1. Imagine ….
… that many people can virtually
learn, experience and engage with a
tool that is:
• highly flexible
• emotionally motivating
• „sticky“ & makes people retain …
• reduces the „resistance of change“
• is fun and highly effective in
enabling users not only obtain
but also retain knowledge easily
making users understand &
embrace methods & processes
influencing behavior and thinking
boosting communication and a
common understanding Adventure-based Learning™
2010 Core-Competence GmbH Copyright 2010
2. The challenge of forgetting
Traditional training often is forgotten latest after 90 days
Competence Development with Adventure-
based Learning™
Traditional
Knowledge
Curve
Lost Investment
87%
Traditional training
Training-Day Day 30
2010 Core-Competence GmbH Copyright 2010
3. What does not work!
“broad spread” force stress
forced to do
at certain time overload
boring
2010 Core-Competence GmbH Copyright 2010
4. What works: Stimulating the „Improvement Zone“
Average usage and finishing rate of voluntary Core Competence Adventures between 60-80%
Type of person Percentage
Champions 2%
40%
Innovators / "want to improve" 13%
Ready to improve - need stimulus 35% 30%
Somewhat ready - need strong 20%
stimulus 35%
Hardly ready, if at all ready 13% 10%
Almost ZERO chance to improve 2% 0%
The large potential (70%) to improve competency and skills
lies in the „middle“ with the ones that need more or less
positive stimulus to engage in the learning = IMPROVEMENT ZONE
2010 Core-Competence GmbH Copyright 2010
4
5. „What is in it
for me?“
The Consequence (participants perspective)
Need to find a way that people
• are ABLE to….
• are WILLING to…
• WILL DO ….
Therefore a solution must motivate and stick, by addressing:
• The Limbic System, whose instructions drive human
behavior:
• Keeping (Security)
• Dominance (Power)
• Stimulance (Pleasure / fun)
• The long term memory – by:
• rehearsal (also „failure“)
• meaningful association
• personal relevance (stimulus)
2010 Core-Competence GmbH Copyright 2010
6. high
Challenge
low
low Ability high
2010 Core-Competence GmbH Copyright 2010
7. Example of a story-flow of a sales Adventure – modular design
Implementation of processes and
high methodologies
mindset (i.e. in sales and service)
Solidify a customer-centric
Challenges
Communication skills
(i.e. in sales & service)
product
of their service or
transform benefits
Understand and
Emotions
Engagement
low
low Capabilites high
2010 Core-Competence GmbH Copyright 2010
10. Areas where to apply Adventure-based Learning™
Establish and solidify strategies (Sales, Service, Operations and more)
Sell and service new products & services
Optimize service and processes (installation, communication)
Culture change and behavioral change – also change in mindset
Establish a common vision and mission statement
Implementing processes, optimizing work-flow
Improve inter-departmental understanding and communication
HR management – i.e. performance reviews
Certifications and motivational initiatives
2010 Core-Competence GmbH Copyright 2010
11. Qualitative benefits
Emotionally engage employees and partners quickly & effectively
Establish and retain a common understanding of the same values
Establish a solid level of competence to understand and communicate with the customer
Ensure that participants fully understand the benefits from a customers point of view
Establish a platform for participants to actively explore new solutions and processes
Establish and ensure that best practices and processes are fully anchored and used
Quantitative benefits
Saving time and reducing cost (in comparison to instructor lead training)
Saving the cost of „out of office‟ time (in comparison to classroom training)
More efficient use of time „in-between“ tasks or personal time (if user „play“ after work hours)
Higher effectiveness and retention of the content and goal achievements
Overall savings in classroom training for front-line people and partners
Increase revenue through a widely spread and common method of up- and cross-selling
2010 Core-Competence GmbH Copyright 2010
12. Reference statements about revenue increase using
Adventure-based Learning™
„With the „Open Breadth‟- Initiative we achieved strongtgrowth in the last year.
Adventure-based Learning™ developed and delivered by Core-Competence has delivered a
significant portion of that success. The method is innovative and exiting
The feedback from our partners was actually more than exciting, which lead us to order more
Adventures from Core-Competence.
Robert Helgerth
Member of the Executive Board, Director Mid-market Microsoft Deutschland GmbH
„With our Sales Adventure Program we implemented a new and innovative method, which
enabled our Partners on a European Module to gain the needed product knowledge and
moreover improve their selling skills through the interactive scenarios in the Adventure.“
Günther Junk,
former VP EMEA Operations, today CEO and Chairman of the board of Swyx
2010 Core-Competence GmbH Copyright 2010