Practical Approach to Gamification
Transcript of Practical Approach to Gamification
A Practical Approach to GamificationApril 7th, 2015
Some Housekeeping Details
The event is
being recorded
Use the Q&A
windowThe Polling function
Follow the conversation on Twitter: #GamifiedLearning
@kkapp | @Axonify
The Focus of Today
o Gamification Overview
o A Practical Approach to Get Started
o Aligning your Corporate Goals &
Learning Strategies
o Building your Business Case
o Gamification Requirements Gathering
o Q&A
Karl Kapp
AUTHOR & PROFESSOR OF
INSTRUCTIONAL
TECHNOLOGY BLOOMSBURG
UNIVERSITY
Shum AttygalleDIGITAL MARKETING MANAGER
AXONIFY
Gamification Workbook
You will receive a copy
shortly after the webinar!
Introducing: Karl Kapp
Gamification Recap
E L E V T O R
V
POLL: Where are you currently at
with gamification?
A. People keep saying it but I don’t know what it really means.
B. Trying some things, but haven’t found the sweet spot.
C. Heavily entrenched, trying to gamify as much as we can.
Some Definitions:
GamificationGame-based Learning
Simulation Learning
The use of gaming
elements integrated into
a training program
aligned with corporate
goals to promote
change in behavior.
The use of a game to
teach knowledge, skills
& abilities to learners
using a self-contained
space.
A realistic, controlled-
risk environment where
learners can practice
specific behaviors &
experience impacts of
their decisions.
Proprietary & Confidential
Gamification is using game-
based mechanics,
aesthetics and game
thinking to engage people,
motivate action, promote
learning and solve problems.
Gamification is to Learning as a
Piece is to a Puzzle
Gamification uses
elements of the
game, but is not
the game in-and-of
itself.
Gamification Getting Started
E L E V T O R
V
Setting the Groundwork
Determine your Corporate Goals & Learning Strategies
Build your Business Case.
Define your Requirements.
A
B
C
Determine your Corporate Goals & Learning Strategies
A1. Isolate area of strategic importance
2. Identify target group
3. Identify target behavior
4. Determine purpose
5. Define Success
5-Step Work Plan to Uncovering
your Goals
ISOLATE AREA OF STRATEGIC IMPORTANCE
1
Successful roll out of their Omnichannel strategy.
Increase product knowledge to drive sales.
Reduce safety incidents within their Logistics organization.
IDENTIFY YOUR TARGET GROUP
2
Retail Associates Sales RepsEmployees in their Logistics
Operation
IDENTIFY TARGET BEHAVIOR
3
To learn, internalize and consistently apply Omnichannelprinciples when dealing with customers.
To remember and apply product and procedural knowledge with their medical clients.
To embrace and apply safe working practices everyday on the job.
DETERMINE PURPOSE –WHY GAMIFICATION?
4
Gamifying the learning experience would encourage participation and retention.
Game mechanics such as rewards and competition will increase participation and knowledge retention.
Gamification would reduce the boredom associated with traditional safety training.
DEFINE SUCCESS
5
90% Omnichannel knowledge retention.
80% increase in rep confidence and revenue growth.
Reduce safety incidents by 50%.
Making a Case for Gamification can be a Challenge
Bo Determine the current gaps in your learning
strategy where gamification can help
o Combine Steps 1-5 from the previous
section to use as the basis for your Business
Case – i.e. where to focus, problems you’ll
solve, how you will measure success etc.
o Gather and share successes that
organizations similar to yours have
experienced
Build your Business Case
o Now time to determine what you need from
a gamified learning solution
o Know thy audienceo What motivates them? Challenge? Game Play?
o What do they value? Rewards? Recognition?
Gamification Requirements
Gathering Stage
Define your Requirements.
C
Requirements Gathering Stage
In the Gamification Workbook there are “selection tables” where you can prioritize your gamification elements based on your goals and audience.
To guide you I’d like to share
some data…
250,000 Learners
31%Retail Associates
18% Professional Sales Reps
37% Manufacturing/Distribution Employees
14%Other Knowledge Workers
6 Gamification Elements
Game Play
Avatars/Coaches
Rewards
Leaderboard
Report Card
Social
E L E V T O R
V
Game Mechanic: Game Play
Game play leads to
better learning.
more than those who
don’t.
20%
FACT: 72% of Knowledge Workers choose game play.
Learners who play
games, participate
Game Mechanic:
Leaderboard
Participation is
>2x higher for those employees who frequently check their leaderboard
Game Mechanic:
LeaderboardSales reps check their
leaderboard more than any
other job function.
Check daily
55%
36%Retail Associates
24%Mftg/Distn
46%Other Knowledge Workers
vs.
Game Mechanic: Rewards
Having tangible rewards help
translate virtual success into
real-world value.
of Retail and M&D
employees visit the rewards
page daily
40%
30%Sales Reps
15%Other Knowledge Workers
vs.
What to consider when incorporating
rewards…
FACT: Voluntary participation is over twice as high when
you provide tangible rewards (vs. intangible).
Rewards/Participation Correlation
o Provide forum to show off virtual
rewards
o Know your audience and what
motivates
o Offer tangible rewards i.e. gift cards,
vacation day
o Be creative i.e. executive parking
spot
o Offer team rewards i.e. pizza party
o Avatar: A reflection of you
o Coach: A learning guide
o In a gamified learning environment,
learners respond better to the term
“Coach”
Game Mechanic: Avatars vs.
Coaches
Game Mechanic: Coaches
Opt to select a “Coach”
No difference by role
80%
Least Popular (3%)
Most Popular (22%)
Learning Coaches
Male Employees Female Employees
Select a male
coach
66% 34% Select a female
coachSelect a male
coach
43% 57% Select a female
coach
Game Mechanic: Report Card
Sales reps care more about
how they’re doing than any
other profession.
Check their report card
daily.
38%
15%Retail Associates
9%Mftg/Distn
32%Other Knowledge Workers
vs.
Game Mechanic: Social
News feeds & content
crowdsourcing drive
engagement.
of Sales Reps engage
socially every day.
16%
11%Retail Associates
6%Mftg/Distn
15%Other Knowledge Workers
vs.
E L E V T O R
V
In Summary
Determine your Corporate Goals & Learning Strategies
Build your Business Case.
Define your Requirements.
A
B
C
&
To Connect With Karl Kapp
Web: karlkapp.com
To See Axonify in Action
Web: www.axonify.com/contact