SlideShare a Scribd company logo
A Webinar by
Aswani K. Kota
Director, XLPro
E-Learning Gamification:
5 Key parameters you should
track &Why?
www.xlprotraining.com
Feb 02, 2017 Welcome!
A brief introduction..
XLPro Training Solutions Pvt.
Ltd.
 Founded in 2005 as “Cynosure Consulting”
 Became “XLPro Training Solutions Pvt. Ltd.” in
2011
 Core Competency: Corporate E-Learning
 Based at Mumbai & Bengaluru (India)
 Delivering E-Learning solutions to clients globally
Our Capabilities
 End-to-end “Turnkey Solutions” in E-
Learning
 Gamified E-Learning Solutions
 E-Learning Games & Assessments
 M-Learning Solutions
 Interactive Animation
 Wide array of e-learning courses developed
for every context
E-Learning Gamification
5 Key parameters you should
track
and why?
Why do you want to “Gamify”
your e-learning programs?
A Quick Question:
The Need to “Gamify” E-Learning Programs
 Building expertise with constant
engagement (Repeated play and levels)
 Quick knowledge (short time-bound
module)
Measurable Parameters for:
 Gamification
 Learning:
Knowledge
Skill
Ability
 Gamified Learning
Gamified Learning
ENGAGE + COMPLETE +
DISENGAGE
= Win/Loose
Parameter-I
Key Performance Indicators
Key Performance Indicators
(KPI)
 Always set clear measurable KPI for your
gamified learning modules before you
commence designing them.
 Tactical Indicators (Actions that increase
probability of success)
 Business Indicators (Indicators of success:
usually a combination of multiple aspects)
Parameter-II
Rate of Adoption
Rate of Adoption
The number of targeted learners who start using
a new gamified learning intervention during a
specific period of time.
Adoption
 Adoption Curve
 First 24 hours (Like a Bollywood movie)
 First week (Followers)
 Second week onwards
 Technique:
Divide the total number of learners who
logged in by the total number of learners
notified (assuming notification process is in
place properly)
Parameter-III
Engagement
Engagement
 Levels crossed Vs Time (days of access)
 Median session time
 Spread over a week or month (based on the
type of module)
Mapping Engagement to Player
Journey
https://s-media-cache-ak0.pinimg.com/736x/8a/ce/f9/8acef9cfb0d23530162a3978e41a9995.jpg
Engagement and Player
Motivations
FLOW
~Flow, Mihaly Csikszentmihalyi
Which Game is More
Engaging?
 Chess
 Tic-Tac-Toe
That was a Googly!
 Never jump to a conclusion
 The players’ motivation need not be the
same as your opinion of their motivation
 Same applies to Gamification too!
Parameter-IV
Performance
Performance
 Pre and post gamification assessment with a
control set.
 For the same learning content, use a small
control set of people (maybe from the same
pool) to compare the actual effect of
gamification
 Focus on Recall and Application
 Beware! The results can be negative too:
 Interesting “game” but disconnected to content
 Boring or difficult “game”
Parameter-V
Frequency
Frequency
 How frequently did the learners return
back and login?
Contingent Frequency
Controlled Frequency
 At various levels. (Track median- to gauge
the “top of the mind recall” and excitement
levels )
Caution!
Always cross-tabulate each parameter with key
aspects like location, designation, department
etc. to identify and weed-out unintended biases.
Summary : Five Key
Parameters
 KPIs
 Adoption
 Engagement
 Performance
 Frequency
Next Webinar
E-learning beyond modules: Three
interesting solutions you might have missed
out in 2016
 February 09, 2017
 Time : 1500 hrs. to 1600 hrs. IST
See you next week!
Thank You!

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E-Learning Gamification: Five Key Parameters You Should Track & Why

  • 1. A Webinar by Aswani K. Kota Director, XLPro E-Learning Gamification: 5 Key parameters you should track &Why? www.xlprotraining.com Feb 02, 2017 Welcome!
  • 3. XLPro Training Solutions Pvt. Ltd.  Founded in 2005 as “Cynosure Consulting”  Became “XLPro Training Solutions Pvt. Ltd.” in 2011  Core Competency: Corporate E-Learning  Based at Mumbai & Bengaluru (India)  Delivering E-Learning solutions to clients globally
  • 4. Our Capabilities  End-to-end “Turnkey Solutions” in E- Learning  Gamified E-Learning Solutions  E-Learning Games & Assessments  M-Learning Solutions  Interactive Animation  Wide array of e-learning courses developed for every context
  • 5. E-Learning Gamification 5 Key parameters you should track and why?
  • 6. Why do you want to “Gamify” your e-learning programs? A Quick Question:
  • 7. The Need to “Gamify” E-Learning Programs  Building expertise with constant engagement (Repeated play and levels)  Quick knowledge (short time-bound module)
  • 8. Measurable Parameters for:  Gamification  Learning: Knowledge Skill Ability  Gamified Learning
  • 9. Gamified Learning ENGAGE + COMPLETE + DISENGAGE = Win/Loose
  • 11. Key Performance Indicators (KPI)  Always set clear measurable KPI for your gamified learning modules before you commence designing them.  Tactical Indicators (Actions that increase probability of success)  Business Indicators (Indicators of success: usually a combination of multiple aspects)
  • 13. Rate of Adoption The number of targeted learners who start using a new gamified learning intervention during a specific period of time.
  • 14. Adoption  Adoption Curve  First 24 hours (Like a Bollywood movie)  First week (Followers)  Second week onwards  Technique: Divide the total number of learners who logged in by the total number of learners notified (assuming notification process is in place properly)
  • 16. Engagement  Levels crossed Vs Time (days of access)  Median session time  Spread over a week or month (based on the type of module)
  • 17. Mapping Engagement to Player Journey https://s-media-cache-ak0.pinimg.com/736x/8a/ce/f9/8acef9cfb0d23530162a3978e41a9995.jpg
  • 19. Which Game is More Engaging?  Chess  Tic-Tac-Toe
  • 20. That was a Googly!  Never jump to a conclusion  The players’ motivation need not be the same as your opinion of their motivation  Same applies to Gamification too!
  • 22. Performance  Pre and post gamification assessment with a control set.  For the same learning content, use a small control set of people (maybe from the same pool) to compare the actual effect of gamification  Focus on Recall and Application  Beware! The results can be negative too:  Interesting “game” but disconnected to content  Boring or difficult “game”
  • 24. Frequency  How frequently did the learners return back and login? Contingent Frequency Controlled Frequency  At various levels. (Track median- to gauge the “top of the mind recall” and excitement levels )
  • 25. Caution! Always cross-tabulate each parameter with key aspects like location, designation, department etc. to identify and weed-out unintended biases.
  • 26. Summary : Five Key Parameters  KPIs  Adoption  Engagement  Performance  Frequency
  • 27. Next Webinar E-learning beyond modules: Three interesting solutions you might have missed out in 2016  February 09, 2017  Time : 1500 hrs. to 1600 hrs. IST See you next week!