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1
GAMIFICATION -
NEW FORMATS FOR
CORPORATE
EDUCATION
2
Summary
Corporate education is going through a revolution. Most major brands already use
gamification actively as a tool to educate their staff and clients.
Gamification is basically an application of game mechanics to ‘no - game’ processes.
What’s really required ? :
ü to obtain an independent online education through a game in order to upgrade one’s
competence
ü to learn main principles and corporate standards at a start of your career or in the
process of changing a job position in a company.
3
Analytics
Gamification in business is one of the dominant trends which is set to change our
world
• in 2015 50% of all innovation-based business processes will include some sort of
game mechanics (Gartner)
• in 2015 70% of Global 2000 companies will introduce at least one gamified
application to build up its work performance (Gartner)
• according to experts’ forecasts by the year 2020 gamification will be part of most
industries, especially communication and education (Badgeville)
4
Types of game mechanics
ü Narrative elements - scenario, history - imparting a new sense of
brand heritage
ü  Clear-cut mission objectives and a chance to assess
implementation progress
ü  Competitions : rankings, battlefields
ü  Collaboration: tasks which need a joint effort and coordination
ü  Rewards: medals, badges
ü  Socialization : share, like, boast
ü  Internal currency: points, bonuses
ü  Challenges, issues
5
Application areas
ü  Business processes
ü  Routine low priority issues
ü  Education , training
ü  Marketing
ü  Branding
6
Gamification for business. Why ?
ü  Forming behavior patterns
ü  Motivation
ü  Involvement
ü  Focus
ü  Staff performance upgrade as a result
7
Gamification impact
ü  Higher education activity: time spent on e-
learning, number of visits to e-learning sites
during a day
ü  Less time needed to go through a course
ü  More staff going through education
ü  Higher marks on average in staff
certification levels
8
A game is like a passage into another
world
Activity – which makes sense in a game – has no impact on everyday’s world which
makes it possible for a player to act in a way he’d never venture in real life. What’s
important is the result !
Types of games
9
action
adventure
simulators
strategies
role-playing
Education is integrated into a game leading to
mastering skills and knowledge
10
The Reality
A staff member of a modern company
should keep a lot of information in his
head !
• procedures, policies, processes (41%)
• product, undustry, technologies (24%)
• sourcing /storing information (18%)
• corporate mission and vision (12%)
• compliance, information security (12%)
• salesmanship and service (12%)
• other (3%)
11
Benefits of gamified education
ü  No stress
ü  Socially encouraged
ü  Immediate reward for an effort
ü  Fun + excitement + adrenalin
ü  Mechanisms get triggered by an emotional environment
ü  A significant number of repetitions
ü  Immediate and meaningful feedback
ü  Education based on experience
ü  Personalization
ü  HRM analytics
12
Implementation process
• 	
  outline	
  business	
  tasks	
  and	
  objec1ves	
  
• 	
  define	
  an	
  eventual	
  behavior	
  pa7ern	
  
• 	
  describe	
  players	
  and	
  their	
  roles	
  
• 	
  consider	
  engagement	
  mechanics	
  
• 	
  integrate	
  rewards	
  and	
  achievements	
  
system	
  
• 	
  add	
  fun,	
  educa1on,	
  acknowledgement	
  
13
GAMIFICATION
APPLICATION CASES
Foursquare:
how to motivate people checkin?
ü  Points
ü  badges
ü  leaderboards
ü  socialization
14
Linkedin: how to increase
the number of product profiles?
The progress bar increased up 20%
number of filled profiles
15
LinguaLeo:
How to motivate learning of English?
ü  medal
ü  badge
ü  progress bar
ü  leaderboard
ü  status
16
Severstal – gamification learning
17
Nutrilite - new employees
18
Simulator
19
The study of the product line
20
21
BUSINESS SOLUTIONS
2222
23
Systematic knowledge flow
Structured organization of each course
facilitates effective study of new
information
Each course may contain:
ü  video/audio course recording
ü  webinars
ü  course synopsis
ü  test
24
Gamification
Upon completion of a course a student is
offered to take an exam by means of an
interactive test after which he gets a
certificate, a badge of distinction and
scored points.
The points scored may be exchanged for
partner bonuses through an internal
show-window.
25
Students performance analysis
The system allows an analysis of
students’ activity and performance which
is reflected in a volume of absorbed
materials, learning activity, assessment
and progress.
Specifics
26
design
sociality
courses
integration
bonuses
An adaptive design for mobile devices and
tablets
Students able to socialize internally and with
course teachers
Any user may become a teacher and start his
own course
An ability to add a video course from external
sources
Users may be rewarded with bonuses from co-
partners for course completion and
performance
27
LMS-platform
A basic product which allows to organize
online education for staff and clients with
an option for new courses and students
performance analysis .
28
Integration and education
A major stage allowing adaptation of platform for business. One of the more important
elements of the stage is company staff education to be able to use the system
effectively.
29
Courses creation
Development of an education platform or
adaptation of available courses for a
business-specific online platform.
30
Introduction of a bonuses showcase
Introduction of a bonuses showcase which users of the platform may get for
successful course completion. A showcase contains 300+ certificates from major
brands which enjoy popularity.
31
THE TEAM
LMS-platform has been developed by
bSimple agency which for the last 6 years
has been specializing in web/mob
developments and internet marketing.
The agency team consists of highly
successful and talented specialists who
know their business and excel in what
they do.
http://bSimple.ru
32
CONTACTS
Ramin Aliev,
managing partner
ramin@bSimple.ru
+79150413305

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Gamification Corporate Education

  • 1. 1 GAMIFICATION - NEW FORMATS FOR CORPORATE EDUCATION
  • 2. 2 Summary Corporate education is going through a revolution. Most major brands already use gamification actively as a tool to educate their staff and clients. Gamification is basically an application of game mechanics to ‘no - game’ processes. What’s really required ? : ü to obtain an independent online education through a game in order to upgrade one’s competence ü to learn main principles and corporate standards at a start of your career or in the process of changing a job position in a company.
  • 3. 3 Analytics Gamification in business is one of the dominant trends which is set to change our world • in 2015 50% of all innovation-based business processes will include some sort of game mechanics (Gartner) • in 2015 70% of Global 2000 companies will introduce at least one gamified application to build up its work performance (Gartner) • according to experts’ forecasts by the year 2020 gamification will be part of most industries, especially communication and education (Badgeville)
  • 4. 4 Types of game mechanics ü Narrative elements - scenario, history - imparting a new sense of brand heritage ü  Clear-cut mission objectives and a chance to assess implementation progress ü  Competitions : rankings, battlefields ü  Collaboration: tasks which need a joint effort and coordination ü  Rewards: medals, badges ü  Socialization : share, like, boast ü  Internal currency: points, bonuses ü  Challenges, issues
  • 5. 5 Application areas ü  Business processes ü  Routine low priority issues ü  Education , training ü  Marketing ü  Branding
  • 6. 6 Gamification for business. Why ? ü  Forming behavior patterns ü  Motivation ü  Involvement ü  Focus ü  Staff performance upgrade as a result
  • 7. 7 Gamification impact ü  Higher education activity: time spent on e- learning, number of visits to e-learning sites during a day ü  Less time needed to go through a course ü  More staff going through education ü  Higher marks on average in staff certification levels
  • 8. 8 A game is like a passage into another world Activity – which makes sense in a game – has no impact on everyday’s world which makes it possible for a player to act in a way he’d never venture in real life. What’s important is the result !
  • 9. Types of games 9 action adventure simulators strategies role-playing Education is integrated into a game leading to mastering skills and knowledge
  • 10. 10 The Reality A staff member of a modern company should keep a lot of information in his head ! • procedures, policies, processes (41%) • product, undustry, technologies (24%) • sourcing /storing information (18%) • corporate mission and vision (12%) • compliance, information security (12%) • salesmanship and service (12%) • other (3%)
  • 11. 11 Benefits of gamified education ü  No stress ü  Socially encouraged ü  Immediate reward for an effort ü  Fun + excitement + adrenalin ü  Mechanisms get triggered by an emotional environment ü  A significant number of repetitions ü  Immediate and meaningful feedback ü  Education based on experience ü  Personalization ü  HRM analytics
  • 12. 12 Implementation process •   outline  business  tasks  and  objec1ves   •   define  an  eventual  behavior  pa7ern   •   describe  players  and  their  roles   •   consider  engagement  mechanics   •   integrate  rewards  and  achievements   system   •   add  fun,  educa1on,  acknowledgement  
  • 14. Foursquare: how to motivate people checkin? ü  Points ü  badges ü  leaderboards ü  socialization 14
  • 15. Linkedin: how to increase the number of product profiles? The progress bar increased up 20% number of filled profiles 15
  • 16. LinguaLeo: How to motivate learning of English? ü  medal ü  badge ü  progress bar ü  leaderboard ü  status 16
  • 18. Nutrilite - new employees 18
  • 20. The study of the product line 20
  • 22. 2222
  • 23. 23 Systematic knowledge flow Structured organization of each course facilitates effective study of new information Each course may contain: ü  video/audio course recording ü  webinars ü  course synopsis ü  test
  • 24. 24 Gamification Upon completion of a course a student is offered to take an exam by means of an interactive test after which he gets a certificate, a badge of distinction and scored points. The points scored may be exchanged for partner bonuses through an internal show-window.
  • 25. 25 Students performance analysis The system allows an analysis of students’ activity and performance which is reflected in a volume of absorbed materials, learning activity, assessment and progress.
  • 26. Specifics 26 design sociality courses integration bonuses An adaptive design for mobile devices and tablets Students able to socialize internally and with course teachers Any user may become a teacher and start his own course An ability to add a video course from external sources Users may be rewarded with bonuses from co- partners for course completion and performance
  • 27. 27 LMS-platform A basic product which allows to organize online education for staff and clients with an option for new courses and students performance analysis .
  • 28. 28 Integration and education A major stage allowing adaptation of platform for business. One of the more important elements of the stage is company staff education to be able to use the system effectively.
  • 29. 29 Courses creation Development of an education platform or adaptation of available courses for a business-specific online platform.
  • 30. 30 Introduction of a bonuses showcase Introduction of a bonuses showcase which users of the platform may get for successful course completion. A showcase contains 300+ certificates from major brands which enjoy popularity.
  • 31. 31 THE TEAM LMS-platform has been developed by bSimple agency which for the last 6 years has been specializing in web/mob developments and internet marketing. The agency team consists of highly successful and talented specialists who know their business and excel in what they do. http://bSimple.ru