View
83
Download
0
Category
Preview:
Citation preview
Using Gamification to Maximize Learner Engagement
A. Scott Henry Sr. Director, Product Management ON24, Inc.
©20
17 O
N24
, In
c. A
ll Ri
ghts
Res
erve
d.
| O
N24
, In
c. C
onfid
entia
l. 2
Agenda
• Key Challenges and Trends in Virtual Learning
• Why Gamification
• Gamification and the ON24 Experience
• Q&A
©20
17 O
N24
, In
c. A
ll Ri
ghts
Res
erve
d.
| O
N24
, In
c. C
onfid
entia
l. 3
Challenges Driving Virtual Learning
Global
Over 36% of training professionals say
“distributed workforce” is their biggest challenge.
Usability
Over 26% of users say training system
“usability” is their biggest challenge.
Engagement
Over 82% of training professionals say
“offering more engaging training” is a key benefit
they seek.
Retention
On average, learners forget 70% within 24 hours of the training
experience
©20
17 O
N24
, In
c. A
ll Ri
ghts
Res
erve
d.
| O
N24
, In
c. C
onfid
entia
l. 4
Challenges Driving Virtual Learning
Global
Over 36% of training professionals say
“distributed workforce” is their biggest challenge.
Usability
Over 26% of users say training system
“usability” is their biggest challenge.
Engagement
Over 82% of training professionals say
“offering more engaging training” is a key benefit
they seek.
Retention
On average, learners forget 70% within 24 hours of the training
experience
©20
17 O
N24
, In
c. A
ll Ri
ghts
Res
erve
d.
| O
N24
, In
c. C
onfid
entia
l. 5
Key Trends in Virtual Learning
Blending
Multiple delivery methods in a
uniform experience
Social
Each person at the center of their own personal
learning network
Gamification
Applying the concept of game
playing to everyday activities
Mobile
Access to training wherever,
whenever in a reliable manner
©20
17 O
N24
, In
c. A
ll Ri
ghts
Res
erve
d.
| O
N24
, In
c. C
onfid
entia
l. 6
Key Trends in Virtual Learning
Blending
Multiple delivery methods in a
uniform experience
Social
Each person at the center of their own personal
learning network
Gamification
Applying the concept of game
playing to everyday activities
Mobile
Access to training wherever,
whenever in a reliable manner
©20
17 O
N24
, In
c. A
ll Ri
ghts
Res
erve
d.
| O
N24
, In
c. C
onfid
entia
l. 7
How Gamification Fits
Gamification
Applying the concept of game
playing to everyday activities
Engagement
Over 82% of training professionals say
“offering more engaging training” is a key benefit
they seek.
Retention
On average, learners forget 70% within 24 hours of the training
experience
©20
17 O
N24
, In
c. A
ll Ri
ghts
Res
erve
d.
| O
N24
, In
c. C
onfid
entia
l. 8
Why Gamification: Engagement
• User engagement is directly related to how interactive learners are within the learning experience
• Training programs using gamification improve user engagement by 60%*
* Source: Talent LMS – Gamification Survey Results
©20
17 O
N24
, In
c. A
ll Ri
ghts
Res
erve
d.
| O
N24
, In
c. C
onfid
entia
l. 9
Why Gamification: The Retention Challenge
On average, learners forget 70% of what we teach within 24 hours of a training event*
* Brain Science: Overcoming the Forgetting Curve, April 2014.
©20
17 O
N24
, In
c. A
ll Ri
ghts
Res
erve
d.
| O
N24
, In
c. C
onfid
entia
l. 10
Why Gamification: The Retention Opportunity
Gamification can be used to deliver reinforcement training - maximizing retention with minimal incremental cost
©20
17 O
N24
, In
c. A
ll Ri
ghts
Res
erve
d.
| O
N24
, In
c. C
onfid
entia
l. 11
Gamification – What is it? … NOT
©20
17 O
N24
, In
c. A
ll Ri
ghts
Res
erve
d.
| O
N24
, In
c. C
onfid
entia
l. 12
Gamification – What is it?
gam•i•fi•ca•tion /, gāmifə’kāSHən /
The application of typical elements of game playing (e.g., point scoring, competition with others, rules of play) as a means to engage and motivate the performance of targeted activities.
©20
17 O
N24
, In
c. A
ll Ri
ghts
Res
erve
d.
| O
N24
, In
c. C
onfid
entia
l. 13
Gamification – What is it?
gam•i•fi•ca•tion /, gāmifə’kāSHən /
The application of typical elements of game playing (e.g., point scoring, competition with others, rules of play) as a means to engage and motivate the performance of
targeted activities.
©20
17 O
N24
, In
c. A
ll Ri
ghts
Res
erve
d.
| O
N24
, In
c. C
onfid
entia
l. 14
The Myths
Myth #1: Gamification can “fix” content problems
Reality: Content is still King. Gamification can be used to enhance and reinforce the learner experience, but it is not a replacement (or band-aid) for poor content.
©20
17 O
N24
, In
c. A
ll Ri
ghts
Res
erve
d.
| O
N24
, In
c. C
onfid
entia
l. 15
The Myths
Myth #2: Gamification can be the primary motivator
Reality: Programs that rely on gamification as the primary motivator will not be successful. Extrinsic and intrinsic motivation factors must be looked at holistically - of which, gamification is only one component of many.
©20
17 O
N24
, In
c. A
ll Ri
ghts
Res
erve
d.
| O
N24
, In
c. C
onfid
entia
l. 16
The Myths
Myth #3: Gamification is a panacea for engagement
Reality: Gamification is one tool in a larger arsenal. The end-to-end learner experience should be gauged for engagement.
©20
17 O
N24
, In
c. A
ll Ri
ghts
Res
erve
d.
| O
N24
, In
c. C
onfid
entia
l. 17
ON24 Virtual Learning Environments
Engaging “single point of access” to live webinars, self-paced training, peer collaboration, networking, job aids, and other training materials.
What is a Virtual Learning Environment?
©20
17 O
N24
, In
c. A
ll Ri
ghts
Res
erve
d.
| O
N24
, In
c. C
onfid
entia
l. 18
ON24 Virtual Learning Environments
Focused on Engaging & Interactive User Experiences
• Engaging virtual locations
• Live & self-paced training
• Networking & interactivity
• Multilingual support
• Reporting & analytics
• Gamification
©20
17 O
N24
, In
c. A
ll Ri
ghts
Res
erve
d.
| O
N24
, In
c. C
onfid
entia
l. 19
Networking & Discussion Webcam Scheduled Chat
Gamification & Leaderboards
Role-Based Curriculums
Idea Generation Blogs & Forums
Engagement: 45+ Networking & Interactive Features
ON24 Virtual Learning Environments
©20
17 O
N24
, In
c. A
ll Ri
ghts
Res
erve
d.
| O
N24
, In
c. C
onfid
entia
l. 20
ON24 Virtual Learning and Gamification
User Experience Core Learning
Social / Informal Learning Engagement
Gamification
©20
17 O
N24
, In
c. A
ll Ri
ghts
Res
erve
d.
| O
N24
, In
c. C
onfid
entia
l. 21
How Gamification Fits with VLE
Use Case: New Hire Onboarding
Background: Multinational hospitality provider that recruits and hires recent college graduates. Existing onboarding program is paper-based and disjointed with low completion rates.
Objectives: Provide a gateway from recruitment to onboarding. Build community, instill corporate values / culture, access to mentoring, quick ramp to proficiency.
©20
17 O
N24
, In
c. A
ll Ri
ghts
Res
erve
d.
| O
N24
, In
c. C
onfid
entia
l. 22
How Gamification Fits with VLE
Proficiency Mentoring
Community Culture
©20
17 O
N24
, In
c. A
ll Ri
ghts
Res
erve
d.
| O
N24
, In
c. C
onfid
entia
l. 23
VLE Targeted Activities
General Criteria • Any webcast • Any document • Any location • Any booth • Any group chat • Any survey submitted • Any test passed • Business card exchange
Detailed Criteria • Specific webcast • Specific document • Specific location • Specific booth • Specific group chat • Specific survey submitted • Specific test passed • Specific external activity
©20
17 O
N24
, In
c. A
ll Ri
ghts
Res
erve
d.
| O
N24
, In
c. C
onfid
entia
l. 24
Program-Specific Targeted Activities
• Visit the Preboarding Center ¾ View the Welcome video ¾ Complete required forms ¾ Review Day 1 materials
• Visit the Culture Hub ¾ View Company History ¾ Listen to CEO presentation ¾ Complete Values courses ¾ Take Post-Test
• Visit the Mentoring Center ¾ View program details ¾ Exchange vCards with mentors ¾ Chat with a mentor
• Visit the Community Room ¾ Take part in group chat ¾ Explore volunteer opportunities ¾ Attend off-site activity ¾ Submit program feedback
©20
17 O
N24
, In
c. A
ll Ri
ghts
Res
erve
d.
| O
N24
, In
c. C
onfid
entia
l. 25
How Gamification Fits with VLE
Scavenger Hunt List
1. Visit the Preboarding location
2. View the Welcome To… video
3. Review Day 1 materials
4. Visit the Culture Hub
5. View Company History
6. Listen to CEO presentation
©20
17 O
N24
, In
c. A
ll Ri
ghts
Res
erve
d.
| O
N24
, In
c. C
onfid
entia
l. 26
How Gamification Fits with VLE
©20
17 O
N24
, In
c. A
ll Ri
ghts
Res
erve
d.
| O
N24
, In
c. C
onfid
entia
l. 27
Associate Points with Targeted Activities
©20
17 O
N24
, In
c. A
ll Ri
ghts
Res
erve
d.
| O
N24
, In
c. C
onfid
entia
l. 28
Use Competition as Motivation
©20
17 O
N24
, In
c. A
ll Ri
ghts
Res
erve
d.
| O
N24
, In
c. C
onfid
entia
l. 29
What ON24 Gamification is About Rewarding Learning Activities: Traditional Coursework
Completing Coursework
Passing Tests
©20
17 O
N24
, In
c. A
ll Ri
ghts
Res
erve
d.
| O
N24
, In
c. C
onfid
entia
l. 30
What ON24 Gamification is About Rewarding Learning Activities: Virtual Instruction
Attending a VILT classroom
Participation in a SME Q&A session
©20
17 O
N24
, In
c. A
ll Ri
ghts
Res
erve
d.
| O
N24
, In
c. C
onfid
entia
l. 31
What ON24 Gamification is About Rewarding Learning Activities: Collaboration & Mentoring
Group Collaboration
1on1 Mentoring
©20
17 O
N24
, In
c. A
ll Ri
ghts
Res
erve
d.
| O
N24
, In
c. C
onfid
entia
l. 32
What ON24 Gamification is About Rewarding Learning Activities: Virtual and Physical
Virtual Classroom
Onsite Trainings
©20
17 O
N24
, In
c. A
ll Ri
ghts
Res
erve
d.
| O
N24
, In
c. C
onfid
entia
l. 33
What ON24 Gamification is About Rewarding Learning Activities: Flexible Game Options
©20
17 O
N24
, In
c. A
ll Ri
ghts
Res
erve
d.
| O
N24
, In
c. C
onfid
entia
l. 34
In Closing
• Gamification is an enhancement of learning activities (not an activity itself, like game-based learning)
• Focus gamification usage on engagement and retention
• Gamification is a great mechanism for taking advantage of the interactive learning capabilities of an ON24 Virtual Learning Environment
Q&A
Using Gamification to Maximize Learner Engagement
A. Scott Henry Sr. Director, Product Management ON24, Inc.
Recommended