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Your Industry Faces Challenges Rapidly changing business needs Higher service level benchmarks Reducing Time-to- competence Changing demographics Need for a multi- skilled workforce High attrition

Gaming As elearning Tool

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Light presentation about Games and their use in elearning. The work is presented by Tata Interactive; the elearning company.

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Page 1: Gaming As elearning Tool

Your Industry Faces Challenges

Rapidly changing business needs

Higher service

level benchmarksReducing Time-to-competence

Changing demographics

Need for a multi-

skilled workforce

High attrition

Page 2: Gaming As elearning Tool

IntroducingGame Based Learning (GamBL™)

Page 3: Gaming As elearning Tool

GamBLs™ Philosophy

"Play is an important part of the learning experience. When we enjoy learning, we learn better"

- Rose and Nicholl

“People rarely succeed in what they are doing unless they have fun in what they are doing.”

– Dale Carnegie

“Game based learning is ideal for materialthat is not intrinsically motivating to anyone

but needs to be learnt.” – Mark Prensky

Page 4: Gaming As elearning Tool

GamBLs™ Pitch

Active participationPassive involvement

“I want to finish this game… and play again!”

“I have to finish this training!”

Intrinsic Motivation: Just the game and my skills

Extrinsic Motivation: Trainer, Boss, Career

May be enforced, but is also “fun”: achieves user buy-in

Natural resistance to “enforced” training: may not achieve user buy-in

Exciting, immersive environmentsDull, boring material

The GamBL WayThe Traditional Way

Page 5: Gaming As elearning Tool

GamBLs™ (P3) Instructional Model

GamBLs™System

PLAY

PRACTICE

PERFECT

Page 6: Gaming As elearning Tool

International Recognition

World Wide Learn identifies Game Based Learning as one of the “… ten vital trends that will influence the growth of e-learning over the next ten years .“

http://www.worldwidelearn.com/elearning-industry/trends.htm

Page 7: Gaming As elearning Tool

Banking on GamBLs™

Page 8: Gaming As elearning Tool

Banking Knowledge

Examples: Induction, Policies, Regulations, KYC

Potential: All Employees

Possible Game Styles: Game show competitions, Action, Spots games

Page 9: Gaming As elearning Tool

Banking Processes And Procedures

Examples: Document Verification, Legal and Regulatory Compliance, Banking Transactions

Potential: Employees (Front-end staff, managers, support staff)

Possible Game Styles: Sequencing games, Strategy games, Adventure games, Simulation games

Page 10: Gaming As elearning Tool

Product Knowledge

Examples: New Products and Services like Loans, Credit Cards

Potential: Front-end staff, Sales force, Managers, Support staff, New employee, Customers

Possible Game Styles: Persistent state games, Role-play games, Adventure games, Detective games

Page 11: Gaming As elearning Tool

Software Skills

Examples: Customized banking software, SAP

Potential: Employees (Front-end staff, managers, sales force, support staff)

Possible Game Styles: Simulation games

Page 12: Gaming As elearning Tool

Soft-Skills

Examples: Tele-marketing, Customer Service, Sales training

Potential: Employees (Front-end staff, managers, support staff)

Possible Game Styles: Role playing games

Page 13: Gaming As elearning Tool

Analytical Thinking and Decision Making

Examples: Financial Analysis, Portfolio Management, Budgeting, Branch management

Potential: Employees (Analysts, managers)

Possible Game Styles: Role-play games, Detective games, Multiplayer interaction, Adventure games, Strategy games

Page 14: Gaming As elearning Tool

Technical Scrutiny of Cheques at RPC

Page 15: Gaming As elearning Tool

Cash Payment against Cheques at Teller

Page 16: Gaming As elearning Tool

KYC – Savings Account Opening Game

Page 17: Gaming As elearning Tool

Games in BFSI• Merril Lynch Games

– Cyber IPO Game– Virtual Mergers & Acquisitions– Digital Debt Game

• American Institute of Certified Public Accountants– The Turnaround Game– Catch Me If You Can (I and II)– Money Means Business– BizzFun

• Tomy Co. (Japan)– The bank of life (piggy bank)

• Japanese Bankers Association– My dream and Bank

• ICICI Bank– Cheque-Mate game

Page 18: Gaming As elearning Tool

… for• Recruitment• Induction• Branding• New Product Launch• Processes• Regulatory requirements• Business Strategy• Programming skills• Soft Skills• Product awareness• Customer• Advertising• Propaganda

Page 19: Gaming As elearning Tool

Any Questions?

For more information, Please contact:Chandra Shekhar Ghildiyal

Deputy Head, Game Based LearningTata Interactive Systemswww.tatainteractive.com

[email protected]