Post on 06-Jul-2015
The Key To Employee Engagement:
“Gamification”
Joe Biglin LearningPort Strategies, LLC
Wikipedia- Gamification is the use of game-thinking and game mechanics in non-game contexts in order to engage users and solve problems. Gamification is used in applications and processes to improve user engagement, ROI, data quality, timeliness, and learning.
Human Resources
Learning and development
Industries and government
Charities
Groups, Educational and Higher Ed
Marriot recently launched a Facebook game aimed at recruiting to fill their 50k open positions around the globe.
MyMarriotHotel aims to entice candidates to consider the hospitality industry for their career choice. David Rodriguez, Marriott’s VP of global human resources told Springwise, “This game allows us to showcase the world of opportunities and the growth potential attainable in hospitality careers, especially in cultures where the service industry might be less established or prestigious.”
Source -http://www.springwise.com/tourism_
travel/marriottgame/
Gamification in education…
is wide-ranging in higher education, from extra-credit awards and in-class team competitions to complex multi-level schemes that can pervade a course.
has the potential to help build connections, drawing in shy students, supporting collaboration, and engendering interest in course content that students might not have otherwise explored.
offers creative opportunities to enliven instruction with contests, leader boards, or badges that give students opportunities for recognition and a positive attitude toward their work.
can spur students’ concentration and interest and lead to more effective learning.
Source: EDUCAUSE - 7 Things You Should Know About Gamification http://www.educause.edu/Resources/7ThingsYouShouldKnowAboutGamif/233416
What is the Business purpose for gamification?
Who is the target audience?
How long does it take to develop?
How much does it cost?
Who can develop an application?
How do I measure the results (ROI)
Is my organization ready for gamification.
Diffusion of innovationsFrom Wikipedia, the free encyclopedia(Redirected from Diffusion of Innovations)
A.D.D.I.E. Model
Scaffolding
Logical progression
Game Development Process
Project Completion
Project Start
Simulation
Abstract
Game Development Process
Project Completion
Project Start
Simulation
Abstract
MVP: *Minimal
• Viable•Playable
Fidelity versus Complexity
Extremely realistic, complex simulation
Simple and fun; not realistic
Game is fun to play; does not accurately model real world situations. Players have fun and don’t learn what they need to know
Perfect model of real world; game is slow, difficult to play, and players quickly lose interest
Game is compelling, and offers real-world problems and solutions. Players keep playing; learn, and retain knowledge
Chunks vs. Scaffolding
Non – Linear
“Just in time” vs. “Just in case”
Who owns the Phone?
Desktop, network, security, policy
Serious Games Gamification Game Based Learning
Serious Games are defined as digital games and equipment with an agenda of educational design and beyond entertainment
Gamification typically involves applying game design thinking to non-game applications to make them more fun and engaging. It has been called one of the most important trends in technology by several industry experts and can potentially be applied to any industry and almost anything to create fun and engaging experiences.
Game Based Learning or GBL is a branch of serious games that deals with applications that have defined learning outcomes. GBL balances subject matter learning and game play with the objectives of retaining and applying said subject matter in the real world
Expert Judges
Form Group
Give Task
Three words for your group to pronounce
Your group solves task
Report back for judging
Awarding “prize”
Evaluation of task completing
Tomato
Zink
Csikszentmihalyi
Mihaly Csikszentmihalyi (pronounced /ˈmiˈhaɪ ˈtʃiˈksɛntməˈhaɪ.iˈ/
MEE-hy CHEEK-sent-mə-HY-ee; Hungarian
Table: Amy Jo Kim
Intrinsic
Extrinsic
“Flow”
Average PC Game/Simulation: $100,000-$20 million+. Social (Facebook) and casual games average $30,000-$300,000.Console Game: $3-$5 million per platform, $10 million if just for one platform (cost averages out on multiple platforms)Virtual World: Varies greatly, because existing engines can reduce cost; to create a virtual world from scratch would cost a minimum of $500,000.Handheld/Mobile Game: From less than $10,000 to as much as $150,000 depending upon the complexity of the application.Flash Game: Depending upon complexity, from as little as $1,000 to $50,000 or more.
Price versus Scale
Cost $$$$$
DevelopmentTime XXX Mos.
Cost $$$Cost $
DevelopmentTime XX Mos.
DevelopmentTime X Mos.
World of Warcraft: 3+ years; $100 million
Incident Commander: 2 years, $300,000 (est.)
Coldstone Creamery Training Game: 6 mos., $100,000 (est).
Time
Talent
Treasure
Business Impact
Do we need to change?
Decision Makers
Budgets
Joe Biglin
LearningPort Strategies, LLC
jbiglin@learningps.com
443-803-4221