Game-Based eLearning: Measuring Learning Transfer and ROI...

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www.gameonlearning.com (888) 725-GAME Game-Based eLearning: Measuring Learning Transfer and ROI vs. Traditional eLearning

Transcript of Game-Based eLearning: Measuring Learning Transfer and ROI...

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Game-Based eLearning: Measuring Learning Transfer and ROI

vs.

Traditional eLearning

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Welcome!

Thank you for your interest and your time!

What’s in it for YOU!

Learn what game-based learning actually is

How to change the performance game

Game-based learning pillars of differentiation

How to improve learning transfer

How to compare business impact and ROI

How to make 2013 much more interesting!

About Bryan, Carol and Game On! Learning

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Gamified Learning

Adding game elements to

traditional learning

Badges

Leaderboard

Characters

Game-Based Learning

Course designed as a game experience

Story

Game play

Characters

Competition

Recognition and rewards

Increasing complexity

Challenges

Continual individualized feedback

What is this “game” stuff?

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6 main reasons:

Engagement challenges with traditional elearning

Course completion rates with traditional elearning

Better skill building effectiveness

Startling word of mouth momentum and buzz

Learner feedback and willingness to recommend

Longer retention of acquired skills

Why are organizations

implementing?

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What’s different: the Pillars

Engagement

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Engagement

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Pillars of Differentiation

“Intuitive, didactic and somewhat addictive. A spectacular course!”

“Completely interesting, both in terms of your desire to do it, and your retention of the concepts, as they are based on practical cases.”

“The online experience is like nothing I’ve seen. It is a very enriching course presented in a very enjoyable way.”

“The best training course that I’ve seen, useful and above all educational.”

“I’ve finished the course, what a shame! The most entertaining, interesting and useful course that I have done.”

“The best elearning course I have ever seen.”

“I didn’t want it to end! I completely recommend it.”

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Engagement

Engagement

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Pillars of Differentiation

“Intuitive, didactic and somewhat addictive. A spectacular course!”

“Completely interesting, both in terms of your desire to do it, and your retention of the concepts, as they are based on practical cases.”

“The online experience is like nothing I’ve seen. It is a very enriching course presented in a very enjoyable way.”

“The best training course that I’ve seen, useful and above all educational.”

“I’ve finished the course, what a shame! The most entertaining, interesting and useful course that I have done.”

“The best elearning course I have ever seen.”

“I didn’t want it to end! I completely recommend it.”

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Engagement

Engagement

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Pillars of Differentiation

Engagement

Engagement

Attained

Proficiency

Attained

Proficiency

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Pillars of Differentiation

Engagement

Engagement

Attained

Proficiency

Attained

Proficiency

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Pillars of Differentiation

Engagement

Engagement

Attained

Proficiency

Attained

Proficiency

Confidence

Confidence

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Pillars of Differentiation

Skill practice time versus traditional training

Versatility in the new skills by applying them in varied types of scenarios

Specific, individualized remediation

Competition with colleagues

Rewards and recognition earned as the game progresses

Increasingly complex challenges

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Engagement

Engagement

Attained

Proficiency

Attained

Proficiency

Confidence

Confidence

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Pillars of Differentiation

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Engagement

Engagement

Attained

Proficiency

Attained

Proficiency

Confidence

Confidence

Retention

Retention

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Pillars of Differentiation

Memorable context

Animated video

Relevant to, but not mimic job

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Engagement

Engagement

Attained

Proficiency

Attained

Proficiency

Confidence

Confidence

Retention

Retention

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Pillars of Differentiation

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Learning transfer to job

Learning MetricTraditional

eLearning

Game-Based

eLearning

Game-Based eLearning

Characteristics

Application-Based Learning Flow Low High

90%-95% training time at the skill

application level, increasingly

challenging practice scenarios

Level of Engagement Low High

Game-based learner experience,

competition, level of challenge,

recognition and rewards

Attained Skill Proficiency Low High

Application-based learning flow,

increasingly complex scenarios,

individualized remediation

Post-Training Confidence Low-Moderate High

Amount of challenging practice time,

competition, engagement,

individualized remediation

Retention of Learned Skills Moderate High

Experiential learning, amount of

challenging practice time, competition,

memorable learning

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Business Impact and ROI

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• Training, regardless of the design or modality, is

not enough by itself

• ROI measurement efforts are an ongoing

process, not a project

• If there were a simple, fool-proof way to reliably

measure business impact, it would be widely

used

Business impact truths

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• Determine the measurement outcomes first

• Involve the executives up front

• Involve the managers of the employees

• Be pragmatic

• Don’t set perfection as the goal

• Keep the scope of the measurement effort as

narrow as possible

Recommendations

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• Identify high impact behaviors

• Determine how to isolate the behaviors

• How does each behavior contribute to the

success of each sales cycle step?

• Define your pre- and post-training proficiency

measurement methodology

• Measure the baseline proficiencies in each

behavior

Getting started (sales example)

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Manageable process

Source: Huthwaite, Inc.

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ROI baseline model

Datapoint2-Day Instructor

Class

5-Hour Traditional

eLearning Course

9-Hour Game-Based

eLearning Course

Time in Training 13 hours 5 hours 9 hours

Salesperson's Labor Cost ($200K fully loaded) $100 hour $100 hour $100 hour

Salesperson's Opportunity Cost ($1M Quota) $500 hour $500 hour $500 hour

Content Coverage In-Depth Moderate In-Depth

In-Course Practice/Application Time 3 hours 1 hour 8 hours

Travel Cost Estimate $500 per person none none

Instructor Costs (Internal) $1,000 none none

Licensed Content for 20 Learners $1,600 $3,000 $7,700

Negotiation Program Summary

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The “investment” side

Datapoint2-Day Instructor

Class

5-Hour Traditional

eLearning Course

9-Hour Game-Based

eLearning Course

Total Salesperson Labor Cost $26,000.00 $10,000.00 $18,000.00

Travel $10,000.00 $0.00 $0.00

Trainer $1,000.00 $0.00 $0.00

Course Materials or Licenses $1,600.00 $3,000.00 $7,700.00

Total for the "Investment"

part of the ROI Calculation$38,600.00 $13,000.00 $25,700.00

Cost per Person Trained

(class size of 20)$1,930.00 $650.00 $1,285.00

Cost per Group of 20 Using Sales Labor Cost

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Up-front “return” model

Datapoint2-Day Instructor

Class

5-Hour Traditional

eLearning Course

9-Hour Game-Based

eLearning Course

Cost per Person Trained

(class size of 20)$1,930.00 $650.00 $1,285.00

"Plug" Number for

Average Annual Performance$1,000,000.00 $1,000,000.00 $1,000,000.00

Performance Increase Percentage

to Break Even on Investment0.193% 0.065% 0.129%

Performance Increase Percentage

to Produce 10:1 ROI1.930% 0.650% 1.285%

Performance Increase Revenue/Margin

to Produce 10:1 ROI$19,300.00 $6,500.00 $12,850.00

ROI Target per Employee Using Sales Labor Cost

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The imperative to focus on impact, not cost

Agree up-front on the process, metrics and goals

Consider time, budget and people constraints

Adapt a proven process to your organization’s

unique environment

The potential exists for game-based elearning to

dramatically increase the business impact

Measuring game-based vs.

traditional elearning

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Business impact considerations

Learning MetricTraditional

eLearning

Game-Based

eLearning

Game-Based eLearning

Characteristics

Application-Based Learning Flow Low High

90%-95% training time at the skill

application level, increasingly

challenging practice scenarios

Level of Engagement Low High

Game-based learner experience,

competition, level of challenge,

recognition and rewards

Attained Skill Proficiency Low High

Application-based learning flow,

increasingly complex scenarios,

individualized remediation

Post-Training Confidence Low-Moderate High

Amount of challenging practice time,

competition, engagement,

individualized remediation

Retention of Learned Skills Moderate High

Experiential learning, amount of

challenging practice time, competition,

memorable learning

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• Would your organization make a good research partner? – Co-present research findings

– Skill area: negotiation/persuasive communication skills

– Participants: sales professionals

– Existing focus and infrastructure on learning analytics and measurement

– Key sales competencies already defined

• Let me know of your interest!

Who is ready to start?

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Questions and

Next Steps

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Bryan Austin [email protected] (352) 366-1001

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Going to the Training 2013

Conference in Orlando?

Come see us!

– Expo booth 617 –

Find out the story behind this boarding pass!

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