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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
• Employees expect dynamic, self-
directed, continuous learning
• Consumer-centric learning (e.g.
Lynda.com) puts employees in charge
Global Human capital trends 2016 - Deloitte
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
• Friendly personal and team
competitions
GAMIFICATION
The use of game mechanics and experience
design to digitally engage and motivate people,
driving the achievement of business goals
WORK IS CHANGING:
Addressing alignment and engagement in real time
ALIGN
Company goals
match KPIs
TRACK
Set goals & give
feedback
IMPROVE
Coach and learn
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
Learning and training activities
Reflect on performance wth real
time KPIs
Next Best Action
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-
learning through calls to action
• Provide much needed
recognition and social proof
Great combinations of eLearning &
Gamification
1. On-the-job training
2. In-class
3. On-boarding
4. Refresher and compliance
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
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 reporting interface
• System-generated e-mail communications
• Integration with SumTotal Results On Demand
ROI: 85% of frontline employees completing all learning tasks.
“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
MEASUREMENT & ANALYTICS
USING NARRATIVES TO FIT BUSINESS NEEDS
CITY
Learning &
onboarding
SCAVENGER
Knowledge & train
GLOBAL
EXPLORER
Learning
RACE
Performance
Gamification 2.0
Social Psychology
Intrinsic motivation
Event based micro-learning
Compelling narrative
Segmentation, personalization

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Elearning and gamification

  • 1. eLearning and Gamification – a Perfect Match Hadas Kasher, VP Business Development
  • 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. 1% of a workweek is left for L&D
  • 5. GAMIFICATION: IS IT A GAME? A FITBIT FOR WORK • Encouraging performance & learning • Benchmarks, personal records • Friendly personal and team competitions
  • 6. GAMIFICATION The use of game mechanics and experience design to digitally engage and motivate people, driving the achievement of business goals
  • 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. THE EMPLOYEE JOURNEY Onboarding Career Development Social connectedness Performance Improvement Personal Growth Learning
  • 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. ELEARNING & GAMIFICATION • Completion • Feedback • Recognition • Fast-paced • On-the job
  • 11.
  • 12. 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
  • 13. Great combinations of eLearning & Gamification 1. On-the-job training 2. In-class 3. On-boarding 4. Refresher and compliance
  • 14. 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
  • 16. ENTERPRISE READY: A “WEARABLE” FOR WORK HOME- GROWN SYSTEMS
  • 17. 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.
  • 18. “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
  • 19.
  • 21. USING NARRATIVES TO FIT BUSINESS NEEDS CITY Learning & onboarding SCAVENGER Knowledge & train GLOBAL EXPLORER Learning RACE Performance
  • 22. Gamification 2.0 Social Psychology Intrinsic motivation Event based micro-learning Compelling narrative Segmentation, personalization