Joe Kuntner Organizational Effectiveness Practice Area ... · • You are not making a game •...
Transcript of Joe Kuntner Organizational Effectiveness Practice Area ... · • You are not making a game •...
ACMP GLOBAL CONFERENCEJW MARRIOTT LIVE LOS ANGELES, CALIFORNIA, USA APRIL 14-17, 2013
1
LET’S PLAY! GAMIFY YOURLEARNING EXPERIENCE
Joe KuntnerOrganizational Effectiveness
Practice Area DirectorSlalom Consulting
ACMP GLOBAL CONFERENCEJW MARRIOTT LIVE LOS ANGELES, CALIFORNIA, USA APRIL 14-17, 2013
2
LEARNING OBJECTIVES
• This is NOT an instructional design presentation! Discussion topics include:– Why traditional learning no longer works– How to implement change through lean and gamified
learning– How the trend of gamification is affecting the world of
learning today– Understanding of gamified learning design elements– Knowledge of how to gamify learning including defining
the project, baselining your game, and incorporating gamification elements
– Change management leading practices in how to deploy gamified learning within your organization
ACMP GLOBAL CONFERENCEJW MARRIOTT LIVE LOS ANGELES, CALIFORNIA, USA APRIL 14-17, 2013
3
Source: Research Institute of America
THE PROBLEM
3
Amount of Information Memorized by Employees
75%
1986 1996 2006
20% 10%
ACMP GLOBAL CONFERENCEJW MARRIOTT LIVE LOS ANGELES, CALIFORNIA, USA APRIL 14-17, 2013
4
THE SOLUTION
Lean Learning
ACMP GLOBAL CONFERENCEJW MARRIOTT LIVE LOS ANGELES, CALIFORNIA, USA APRIL 14-17, 2013
55
• New Learning Roles and Responsibilities
• Leading Practices for Running:• Games• Missions• Programs
• Sustain• Achievements• Collaboration• New Missions• Evaluate/Improve
•••
LEARNING SHOULD BE LEAN
ACMP GLOBAL CONFERENCEJW MARRIOTT LIVE LOS ANGELES, CALIFORNIA, USA APRIL 14-17, 2013
6
MOVING THROUGH THE LEAN LEARNINGMATURITY MODEL
• Start with something simple –gamify an experience – topic, learning event, etc.
Play a Game!
• Through game play, connect people to content (based on what they don’t know)
Provide Access• Connect lean learning
outcomes to “experts” – get them connected
Identify and Rate Experts
• Scale up the process
Gamify an Entire Process/Program
ACMP GLOBAL CONFERENCEJW MARRIOTT LIVE LOS ANGELES, CALIFORNIA, USA APRIL 14-17, 2013
7
Gaming is a primary Lean Learning method.
We believe Enterprise Learning Systems can be more engaging
and effective by making them fun.
ACMP GLOBAL CONFERENCEJW MARRIOTT LIVE LOS ANGELES, CALIFORNIA, USA APRIL 14-17, 2013
8
What does your average “user” look like when taking training
courses?
ACMP GLOBAL CONFERENCEJW MARRIOTT LIVE LOS ANGELES, CALIFORNIA, USA APRIL 14-17, 2013
9
ACMP GLOBAL CONFERENCEJW MARRIOTT LIVE LOS ANGELES, CALIFORNIA, USA APRIL 14-17, 2013
10
Click
Click
Click
ACMP GLOBAL CONFERENCEJW MARRIOTT LIVE LOS ANGELES, CALIFORNIA, USA APRIL 14-17, 2013
11
ENTERPRISE LEARNING SYSTEMS
• Fabricated and forced
ACMP GLOBAL CONFERENCEJW MARRIOTT LIVE LOS ANGELES, CALIFORNIA, USA APRIL 14-17, 2013
12
ENTERPRISE LEARNING SYSTEMS
• Fabricated and forced
• Rapidevolution oftechnology
ACMP GLOBAL CONFERENCEJW MARRIOTT LIVE LOS ANGELES, CALIFORNIA, USA APRIL 14-17, 2013
13
WHY GAMES?
ACMP GLOBAL CONFERENCEJW MARRIOTT LIVE LOS ANGELES, CALIFORNIA, USA APRIL 14-17, 2013
14
ACMP GLOBAL CONFERENCEJW MARRIOTT LIVE LOS ANGELES, CALIFORNIA, USA APRIL 14-17, 2013
15
ACMP GLOBAL CONFERENCEJW MARRIOTT LIVE LOS ANGELES, CALIFORNIA, USA APRIL 14-17, 2013
16
ACMP GLOBAL CONFERENCEJW MARRIOTT LIVE LOS ANGELES, CALIFORNIA, USA APRIL 14-17, 2013
17
GAMIFIED LEARNING
• You want employees engaged and connecting emotionally to what they are doing
• Natural marriage of game mechanics with learning material:– Competition and
collaboration– Engagement– Intrinsic and extrinsic
reward– Overcoming failure– Mastery
ACMP GLOBAL CONFERENCEJW MARRIOTT LIVE LOS ANGELES, CALIFORNIA, USA APRIL 14-17, 2013
18
Job Aids
HOW WE LEARN
ACMP GLOBAL CONFERENCEJW MARRIOTT LIVE LOS ANGELES, CALIFORNIA, USA APRIL 14-17, 2013
19
Game Dynamic
Baby Boomers Generation X Generation Y
Adoption Confident of self, not authority
Low level of trust in authority
Trust authority, distrust individuals
Reward “Corner Office” Status
Freedom Meaningful Work
Feedback Structured Course-CorrectOnly
Immediate
Failure “LearningExperience”
Not Allowed Expected
Goal “What does it mean?”
“Does it work?” “How do we build it?”
Gaming Style Traditional Tactical Risky, but Persistent
GENERATIONAL FILTERS
ACMP GLOBAL CONFERENCEJW MARRIOTT LIVE LOS ANGELES, CALIFORNIA, USA APRIL 14-17, 2013
20
GAMIFIED LEARNING: THE RULES
• You are not making a game• Know what to gamify and what not to gamify• Games must solve a problem, not be a
distraction• Gamified learning is a process, not a project• You should not have to bribe people to play• Players are not initially loyal or engaged• Know your players and why they would care• “Gamification” as a term is soon to be
outdated. Soon (now!) it will just be good design
ACMP GLOBAL CONFERENCEJW MARRIOTT LIVE LOS ANGELES, CALIFORNIA, USA APRIL 14-17, 2013
21
HOW TO APPLY GAMIFIED LEARNING
• View your learners as players• When to gamify• Include traditional and non-
traditional methods– Questing– Fictional Narrative – “Choose
Your Own Adventure”– 20-Sec Vids
• Personal growth path• Succession planning
ACMP GLOBAL CONFERENCEJW MARRIOTT LIVE LOS ANGELES, CALIFORNIA, USA APRIL 14-17, 2013
22
GAMIFIED LEARNING DEVELOPMENTPHASES
Define the Project
Baseline the Game
Define Game Play
Define Game Elements
Design Levels
LET’S PLAY!
ACMP GLOBAL CONFERENCEJW MARRIOTT LIVE LOS ANGELES, CALIFORNIA, USA APRIL 14-17, 2013
23
Define the Project
Baseline the Game
Define Game Play
Define Game Elements
Design Levels
“What are you trying to solve, and for whom?”• Define business
objectives• Define learning
objectives• Identify key
stakeholders required
GAMIFIED LEARNING DEVELOPMENTPHASES
LET’S PLAY!
ACMP GLOBAL CONFERENCEJW MARRIOTT LIVE LOS ANGELES, CALIFORNIA, USA APRIL 14-17, 2013
24
Define the Project
Baseline the Game
Define Game Play
Define Game Elements
Design Levels
“What is part of the game?”“Who will be playing?”• Areas to gamify or not to
gamify• Key performance
indicators (KPIs) and measuring success
• Player stories
GAMIFIED LEARNING DEVELOPMENTPHASES
LET’S PLAY!
ACMP GLOBAL CONFERENCEJW MARRIOTT LIVE LOS ANGELES, CALIFORNIA, USA APRIL 14-17, 2013
25
Define the Project
Baseline the Game
Define Game Play
Define Game Elements
Design Levels
“How is the game played and how do I win?”• Onboarding to the game• Levels of mastery• Level descriptions• Win conditions
GAMIFIED LEARNING DEVELOPMENTPHASES
LET’S PLAY!
ACMP GLOBAL CONFERENCEJW MARRIOTT LIVE LOS ANGELES, CALIFORNIA, USA APRIL 14-17, 2013
26
Define the Project
Baseline the Game
Define Game Play
Define Game Elements
Design Levels
GAMIFIED LEARNING DEVELOPMENTPHASES
LET’S PLAY!
“How do I know how I’m doing?”• Point systems• Leaderboards• Rewards, prizes and
incentives• Social reinforcement• Technical requirements
ACMP GLOBAL CONFERENCEJW MARRIOTT LIVE LOS ANGELES, CALIFORNIA, USA APRIL 14-17, 2013
27
Define the Project
Baseline the Game
Define Game Play
Define Game Elements
Design Levels
GAMIFIED LEARNING DEVELOPMENTPHASES
LET’S PLAY!
“How do you keep them playing?”• Level descriptions• Actions, duration
and novelty
ACMP GLOBAL CONFERENCEJW MARRIOTT LIVE LOS ANGELES, CALIFORNIA, USA APRIL 14-17, 2013
28
CHANGE MANAGEMENT ANDIMPLEMENTATION CONSIDERATIONS
• Communication – formal vs. informal –measuring communications effectiveness
• Pilot vs. full launch• Business case considerations• Refine KPIs
ACMP GLOBAL CONFERENCEJW MARRIOTT LIVE LOS ANGELES, CALIFORNIA, USA APRIL 14-17, 2013
29
PROOF THIS WORKS…
ACMP GLOBAL CONFERENCEJW MARRIOTT LIVE LOS ANGELES, CALIFORNIA, USA APRIL 14-17, 2013
30
PILOT DESCRIPTION
• Financial services organization – mortgage training for call centers• Two trials• Training and gaming time was scheduled
• Group 1– Took an in-class assessment online– Had a post-class reading assignment– Took a post-assignment assessment online
• Group 2– Played short game in class instead of an in-class assessment online– Had post-class reading assignment– Were broken in to teams of 5 to compete with each other in a game to test
knowledge on post-class reading assignment
• Trial 2 had no training at all - just a pre-assessment and a game
ACMP GLOBAL CONFERENCEJW MARRIOTT LIVE LOS ANGELES, CALIFORNIA, USA APRIL 14-17, 2013
31
SCORES
Group 1 Group 2 Group 3 Group 4
Pre-Assessment 80 72 68 55
In- Class Assessment or Game
84 88 81* 72*
30-Day Retention Class Material
89 82
Post-Assignment Assessment or Game
72 83
30-Day Retention Post-Class Assignment
77 72
ACMP GLOBAL CONFERENCEJW MARRIOTT LIVE LOS ANGELES, CALIFORNIA, USA APRIL 14-17, 2013
32
REVIEW AND CLOSING
• We covered:– Why traditional learning no longer works– How to implement change through lean and gamified
learning– How the trend of gamification is affecting the world of
learning today– Understanding of gamified learning design elements– Knowledge of how to gamify learning including defining
the project, baselining your game, and incorporating gamification elements
– Change management leading practices in how to deploy gamified learning within your organization
ACMP GLOBAL CONFERENCEJW MARRIOTT LIVE LOS ANGELES, CALIFORNIA, USA APRIL 14-17, 2013
33
QUESTIONS