Loyola 2013 #2

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LOYOLA UNIVERSITY MBA The Key To Employee Engagement: “Gamification” Joe Biglin (Class of ’84) LearningPort Strategies, LLC

Transcript of Loyola 2013 #2

  • 1. The Key To Employee Engagement: Gamification Joe Biglin (Class of 84)LearningPort Strategies, LLC

2. Wikipedia- Gamification is the use of game-thinking and game mechanics in non-gamecontexts in order to engage users and solveproblems. Gamification is used inapplications and processes to improve userengagement, ROI, data quality, timeliness,and learning. 3. Human Resources Learning and development Industries and government Charities Groups, Educational and Higher Ed 4. Marriot recently launched a Facebook game aimed atrecruiting to fill their 50k open positions around theglobe. MyMarriotHotel aims to entice candidates toconsider the hospitality industry for their careerchoice. David Rodriguez, Marriotts VP of globalhuman resources told Springwise, This gameallows us to showcase the world of opportunitiesand the growth potential attainable in hospitalitycareers, especially in cultures where the serviceindustry might be less established or prestigious. Source -http://www.springwise.com/tourism_travel/marriottgame/ 5. Gamification in education is wide-ranging in higher education, from extra-credit awards andin-class team competitions to complex multi-level schemes thatcan pervade a course. has the potential to help build connections, drawing in shystudents, supporting collaboration, and engendering interest incourse content that students might not have otherwise explored. offers creative opportunities to enliven instruction with contests,leader boards, or badges that give students opportunities forrecognition and a positive attitude toward their work. can spur students concentration and interest and lead to moreeffective learning.Source: EDUCAUSE - 7 Things You Should Know About Gamificationhttp://www.educause.edu/Resources/7ThingsYouShouldKnowAboutGamif/233416 6. 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. 7. Diffusion of innovationsFrom Wikipedia, the free encyclopedia (Redirected from Diffusion of Innovations) 8. A.D.D.I.E. Model Scaffolding Logical progression 9. ActionShooterRoleplayingSimulationStrategySide scroller 10. Game Development ProcessScripted SimulationProjectProjectStartCompletionAbstract 11. Game Development ProcessSimulationProjectProjectStartCompletionMVP:*Minimal ViablePlayableAbstract 12. Fidelity versus ComplexitySimple andGame is compelling, andfun; notoffers real-worldrealistic problems and solutions.Game is fun to play; does notPlayers keep playing;accurately model real worldlearn, and retainsituations. Players have funknowledgeand dont learn what theyneed to knowPerfect model of real world;game is slow, difficult toplay, and players quickly loseinterestExtremely realistic,complex simulation 13. Chunks vs. Scaffolding Non Linear Just in time vs. Just in case Who owns the Phone? Desktop, network, security, policy 14. Chunks Non Linear Just in time vs Just in case Who owns the Phone? Desktop, network, security, policy 15. Serious Games Gamification Game Based LearningSerious Games are defined Gamification typically Game Based Learning oras digital games andinvolves applying game GBL is a branch of seriousequipment with an agendadesign thinking to non-games that deals withof educational design and game applications to makeapplications that havebeyond entertainmentthem more fun anddefined learningengaging. It has beenoutcomes. GBL balancescalled one of the most subject matter learningimportant trends inand game play with thetechnology by severalobjectives of retaining andindustry experts and can applying said subjectpotentially be applied tomatter in the real worldany industry and almostanything to create fun andengaging experiences. 16. 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 17. Tomato Zink Csikszentmihalyi 18. Mihaly Csikszentmihalyi (pronounced/miha t iks ntmha .i/ MEE-hy CHEEK-sent-m-HY-ee; Hungarian 19. Table: Amy Jo Kim 20. Intrinsic Extrinsic Flow 21. 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 justfor one platform (cost averages out on multiple platforms)Virtual World: Varies greatly, because existing engines canreduce cost; to create a virtual world from scratch would cost aminimum 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. 22. Price versus ScaleDevelopmentWorld ofTime XXX Warcraft: 3+Mos. years; $100 millionDevelopmentTime XX Mos. Incident Commander: 2 years, $300,000 (est.)ColdstoneCreameryDevelopmentTrainingTime X Mos.Game: 6 mos.,$100,000 (est).Cost$ Cost$$$ Cost $$$$$ 23. Time Talent Treasure 24. Business Impact Do we need to change? Decision Makers Budgets 25. Joe Biglin LearningPort Strategies, LLC [email protected] 443-803-4221