Five Trends in the Gamification of Corporate Learning for 2014

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Information about Five Trends in the Gamification of Corporate Learning for 2014
Technology

Published on March 4, 2014

Author: axonify

Source: slideshare.net

Description

Join us as we host renowned gamification author, professor and speaker, Dr. Karl Kapp on a webinar to explore some trends in the gamification of learning for 2014. Dr. Kapp has been a guest with us before and is a truly engaging speaker. This time around he will also be sharing some insights from his latest book: The Gamification of Learning and Instruction Fieldbook.

To view the recording, register here:

http://www.axonify.com/gamificationtrends

5 Trends in Gamification of Corporate Learning for 2014

Some Housekeeping Details Follow the conversation on Twitter: #gamifiedlearning The event is being recorded Use the Q&A window The Polling function

The Focus of Today o What is Gamification? o 5 Gamification of Learning Trends o 3 Examples of Gamification in Action o Q&A Karl Kapp AUTHOR & PROFESSOR OF INSTRUCTIONAL TECHNOLOGY BLOOMSBURG UNIVERSITY Carol Leaman CHIEF EXECUTIVE OFFICER AXONIFY

Introducing Karl Kapp

What is this “game stuff”? The use of gaming elements integrated into a training program aligned with corporate goals to promote change in behavior. Gamification The use of a game to teach knowledge, skills & abilities to learners using a self-contained space. Game-based Learning A realistic, controlledrisk environment where learners can practice specific behaviors & experience impacts of their decisions. Simulation Learning

Poll Question #1 Where do you currently stand with regards to gamification? A. Still trying to get my arms around what gamification is B. Trying to understand if gamification is a good fit at my organization C. In the process of figuring out how to implement gamification D. Have implemented gamification E. Just doing research

Gamification is using gamebased mechanics, aesthetics and game thinking to engage people, motivate action, promote learning and solve problems.

Gamification uses elements of the game, but is not the game in-and-of itself.

Gamification Elements that Aid Learning 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. Story Challenge Mystery Characters/Avatar Challenge Levels Feedback Replayability Freedom to Fail Aesthetics Time Reward Structures

Introducing 5 Gamification of Learning Trends to Look for in 2014.

Gamification becoming integrated in the larger learning strategy.

Gamification was Originally a Bolt-On +

In 2014, we can expect to see gamification more integrated into the overall learning strategy.

Poll Question #2 Where do you think gamification can be used at your organization? A. The Classroom B. The Virtual Classroom (Desktops) C. Mobile Devices D. All of the Above

Integration of gamification into more delivery methods.

Gamification integrated into the classroom experience.

Gamification integrated into the virtual classroom experience.

Gamification integrated into the mobile learning experience.

Gamification to gain more traction internationally.

Beyond North America and the UK into all other areas of the globe, including heavy attention in AsiaPac and Mexico.

$5.502 Billion *Compound Annual Growth Rate (CAGR) = 67.1% $421.2 Million 2013 2018 *As reported by PRWeb Beyond North America and the UK into all other areas of the globe, including heavy attention in AsiaPac and Mexico.

Gamification to expand into other application areas within the corporation.

Gamification has long been used in the sales role.

Expand to Other Applications o Leadership development o Safety & compliance o R&D o Accounting o Retail associates o Onboarding …and more

The rise of simple, short gaming with learning embedded.

V ELEV Research Supports its Effectiveness Spaced Repetition Retrieval Practices Also known as interval reinforcement. The questioning format. Confidence-Based Assessment Contributes to long term retention. Simple, short gaming with learning embedded is a proven, low risk way to incorporate gamification in corporate learning strategy. TOR

Example of Simple, Short Game with Learning Embedded

Poll Question #3 Which trend are you most interested in? A. Gamification being integrated into the larger learning strategy B. More delivery methods for gamification C. Gamification gaining international traction D. Gamification expanding into different functions inside the organization E. The rise of short simple gaming

Summary So, what do these 5 trends mean for you at your company?

Gamification in Action Carol Leaman, President & CEO

Leading with Gamification

Pep Boys Loss Prevention Health & Safety 60% 95% Increase In Integrity Hotline Voluntary Participation 55% 40% Inventory Shrink Reduction Fewer Incidents Engaged Employees “The most surprising benefit of Axonify is how well it was received and continues to be received by our employees.” - Store Manager “Within minutes, I’m able to get what’s in my head into the heads and actions of our 19,000+ employees. With Axonify, the entire organization is in sync.” Bryan Hoppe, SVP of Operations, Pep Boys

V Ethicon Participation 95% Voluntary Participation 82% Prefer Axonify Learning Method ELEV TOR Increased Sales >50% Increased Confidence & Product Knowledge Informed Employees Ethicon sales reps are more confident in their product knowledge and as a result sell more.. “We leverage Axonify to drive our company’s current strategy by keeping the sales force engaged with the most critical products on a daily basis.” John Knoble, Worldwide Director of Learning, Ethicon, a J&J Company

V ELEV Knowledge Lifts TOR Business Impact 40% 66% Knowledge Improvements Reduction In Errors Happier Employees “”It’s an easy system to use and a lot of fun. Last night I went home and looked through the materials so that I was prepared.”. “For the first time ever, our employees are talking about procedures and processes in a manner that is casual, natural and organic.” Mike Keeler, VP of Operations, Capital BlueCross Source: Oct. 31/13 Press Release

A Learning Experience In Minutes Per Day

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The Axonify Learning Model Brain Science Gamification The latest in behavioral psychology and retrieval based practices. Short and fun, easy to play games, social leaderboards and rewards. Embedded Personalization Proprietary knowledge personalization algorithm. Axonify User Console Training in shortbursts anytime on any device.

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