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
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 !
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
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.
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