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Gamification For HR
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Transcript of Gamification For HR
[email protected] | @keizng slideshare.net/gametize
GAMIFICATION!Using gaming principles to
reward and motivate!
How do maximize this Playshop?
1. Have an open mind about the word “fun”, and understand that this isn’t about making games. 2. Download Gametize App (gametize.com/app) or go to gametize.com/featured for demos 3. Tweet @keizng or @gametize for questions
Co-founder of Gametize • World’s Simplest Gamification Platform (Gametize.com) • Also made just-for-fun gamified apps such as Selfiely • Singapore’s 20 hottest startup in 2015 selected by SBR
about.me/keizng
Reformed Compulsive Gamer
Trained in Info. Science, Finance, and Management Research & Teaching Assistant in OBHR Gamification specialist and advocate
Stints in SCB, DFS, and JnJ
about.me/keizng
@keizng
Top Challenges in HR that Gametize hears
! High E-Learning dropout rate (60%-90%) ! High cost in attracting and onboarding new talents ! New generation of talents that are increasingly
prioritizing “purpose” and challenging to retain ! Lack of data in employee behaviors and satisfaction
“Onboarding begins from the day they accept the job”,
Joanna Yeoh, 5 Talents Consulting
Where to engage and motivate?
! Learning & Development
! Talent Management ! Onboarding, Culture
! Performance Management ! Talent Acquisition, Mobility ! Innovation Management
gamification = Use of design thinking, game principles and psychology in non-game settings to engage and motivate
target audience for target behaviors. It is a process, and NOT an end point. * Also a rapidly growing market, projected by Gartner at $2Bn
@keizng
gamification = A design-thinking focused process
to engage and motivate your audience into learning behaviors, with a balance of intrinsic and extrinsic rewards, to make learning more enjoyable.
@keizng
Challenges: Interactive or Behavioral!
People Factor: Competition and Social !
Feedbacks: Constant and Instant!
Rewards: Status, Access, Power!
Gamification: The Key Pillars
@keizng
What motivates us? Flow Theory, By Mihaly Csikszentmihalyi
• One must be involved in an activity with a clear set of goals and progress. This adds direction and structure to the task.!
!• The task at hand has clear and immediate feedback. This
helps the person negotiate any changing demands and allows them to adjust their performance to maintain the flow state.!
• One must have a good balance between the perceived challenges of the task at hand and their own perceived skills. One must have confidence in one's ability to complete the task at hand.!
@keizng
What motivates us? Flow Theory, By Mihaly Csikszentmihalyi
Pleasure vs
Enjoyment
Which make us grow and develop?
American Airlines Rewards, achievement, level-ups (elite status)
Nike Plus Achievement, level-ups, competition
Linked In Level-ups (progress bar)
More examples
gamification
@keizng @keizng
= happification; “Gamification finally releases the potential of digital learning because it
recognizes that learners are essentially social beings”
- Laurence Smith, MD HR, Group Head of Learning & Talent Development
action
motivation
feedback
@keizng @keizng
A Behavioral
Change Process
Legendary Behaviorist B F Skinner calls this Operant Conditioning
Singtel’s MAP Gametized
“Many think that gamification is only for Gen Y but we have used it
for our annual Learning Fiesta which spans 4 generations.
We have used gamification for L&D and recruitment.”
- Cara Reil, Vice President, Talent and Leadership Development at Singtel
Corporate Training: $200bn Corporate E-Learning: $26bn % Fortune 500 with E-learning: 41.7% Asian E-Learning market: $11.5bn by ‘16 Mobile Education Products in ‘12: $4.4bn (Elearning! Magazine – May 2013)
what you may already know..
And many more awesome mLearning stats.. http://fluency21.com/blog/2013/04/09/20-eye-opening-stats-you-probably-didnt-know-about-mobile-learning/
“We have met the enemy, and he is Powerpoint” http://www.nytimes.com/2010/04/27/world/27powerpoint.html?_r=3
E-Learning Completion: 30-40% MOOC Dropout Rate (estimated): ~90%
“People don’t have time to learn,
don’t know where to learn,
and don’t want to learn”
- Frustrated Client
Key problems in L&D
Get your hands dirty!
Determine your goal: What is the outcome you want to
achieve out of gamification?
The image cannot be displayed. Your computer may not have enough memory to open the image, or the image may have been corrupted. Restart your computer, and then open the file again. If the red x still appears, you may have to delete the image and then insert it again.
The image cannot be displayed. Your computer may not have enough memory to open the image, or the image may have been corrupted. Restart your computer, and then open the file again. If the red x still appears, you may have to delete the image and then insert it again.
LEARN! COLLECT! COMPETE!
Gain knowledge and experience through challenges!
Collect points and badges to level up!
Pit your score against other countries and global peers!
Get your hands dirty!
Profile your target players:
Make a list of characteristics of your target group and desired
emotions.
THE GAMIFIED LEARNING EXPERIENCE!
Scaffolded Challenges!
Competitive Spirit!
Instantaneous Feedback!
Earning Rewards!
Leadership and Team Building (LTB) is a core module offered as part of the business program in the Singapore
Management University (SMU).
To solve the problem of engagement in LTB beyond the classroom, the Gametize
platform to produce GameLead, a
gamified experience to make learning
much more engaging, exciting and easy
for 177 students in a pilot run.
GameLead was made available on both web and mobile to be played by students
wherever, whenever!
GameLead Case Study
A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
Games were segregated according to LTB
classes, students will only see their
designated classes, while administrators
can access all 4 games.
A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
A Game for Each Class
New quests unlocked weekly
A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
A series of simple
challenges, from
photos, quizzes, and
videos prompted
students to reflect
on and apply what
they have learnt in
class
Challenges within each Quest
A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
Challenges within each Quest
A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
An activity
feed enabled
students to
view
submissions
by other
classmates
and vote,
which
increase the
points of the
submission
Students can also log their in-class participation for points here
Class Participation Quest!
A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
Gamification was
also used to
collect student
feedback on the
GameLead
experience
A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
Gathering Feedback and Sentiments!
A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
We were
able to
extract
sentiments
that help us
understand
our users’
pain in using
GameLead,
some of
which are
negative
Gathering Feedback and Sentiments
Gathering Feedback and Sentiments
A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
We also
discovered
what the
students
enjoyed
about
GameLead
that can help
with future
executions
A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
Verdict: Successfully Gametized
A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
Verdict: Successfully Gametized
A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
Verdict: Successfully Gametized
Focus on the problem, objective, and data At a glance, it is easy to dismiss due to a handful negative reviews.
However, GameLead was designed to solve the problem of engaging students beyond the classroom, and the objective was to provide a
seamless and engaging experience through gamification. The success should then be measured based on the overall data in relation to these
questions, in this case, showing GameLead’s effectiveness.
Iterative Development and Improvement Gamification is a fairly new concept, especially with the use of digital technologies. An iterative approach to improving GameLead based on the data is key to its continued success. The unfavorable sentiments, though not necessary relevant, (e.g. minority users do not want to be engaged outside of classroom) should be reviewed and considered.
Conclusion for GameLead
A Case Study on Gamification and Learning All Rights Reserved. Gametize.com
Interesting content!
Collecting Items!
Points and level-ups!
Amazement! Happiness!
2. Easy fun!
@keizng
Exploration! Escape from thoughts & feelings!
Excitement!
3. Altered States!
Surprises! Discovery!
@keizng
Competition! Teamwork! Social Bonding!
Personal Recognition!
Sense of Achievement!
4. The People Factor!
@keizng
gamification is not magic. it is a process with a long term strategy, which like many others, must be well-designed and planned. there are no rules to fun.
G!
A!
M!
E!
T!
I!
S!
E!
Generous, Extrinsic Rewards (With clear paths)!
Appealing, Fresh Content & Context (Make Stickiness)!
Maintain and Manage Efficiently (Use tools) !
Easy and Emotional, relevant to audience profiles!
Tribalism (create tribes and communities)!
Intrinsic motivations (move from extrinsic rewards)!
Social behaviors (create conversations, sharing)!
KEY ELEMENTS!
KEY GOALS!
Gametize’s Design Strategy
Anti-Gaming Mechanics! Iterative Testing and Changes! DESIGN CONSTANTS!
D! Data for analysis (create valuable intelligence)!
Engaged target behaviors relevant to target goals!
@keizng
! Promotes culture of Transparency with clear paths
! Your ‘employees’ are customers; they should have a great user experience with Meaning and Relevance
! Focus on the People and their Emotions (e.g. teaming, competition, socializing)
! Encourages Frequent Feedbacks to help them grow and enjoy the journey, with milestones and achievements
! Understanding that Intrinsic Rewards are more effective
Why A Gamification Mindset Matters in HR
Create games where your players can:
Upload a photo Write a comment Answer a quiz Make a prediction
Scan a QR code Fill in the blank Enter a secret passcode Answer a survey
Get your hands dirty!
Scorecard!http://bit.ly/gscorecard!!The Gametize Scorecard & Checklist is designed to be a guiding light to make awesome games. Let's begin with a basic checklist.!!! Has the problem been defined? Otherwise, has an overall objective been identified? e.g.
lack of motivation for training, implementing a long term loyalty and contest platform"!
! Have the goals been determined? e.g. Increased knowledge, interests, conversion of sales"!
! Have the target behaviors been decided? e.g. Players will do quizzes weekly, encourage each other "!
! Have the players been described? e.g. Unmotivated, avid mobile user, dislike ""!
Great, now that you have these information, let's go on to design the Gametize experience, based on the following scorecard. You don't have to hit a perfect score, but these are questions that you should keep in mind. #""!
Game!• How clear are the objectives of the games for the players? ___/10 "
(Do players know what to expect? Do they know what are the rewards, if any? Are these in the descriptions?)!
• How attractive are the rewards to the described players (monetary or non monetary) ___/10 "(For Enterprises, avoidance of penalties can be a form of reward too, e.g. dance)!
• Are there any "wow factors" or surprise discovery of rewards in place? ___/10 "(If so, are players somewhat aware, and how easy can the early rewards be discovered?)!
• How focused are the games? ___/10 "(Is the gametoo broad? Are the challenges specific and consistent in theme?)!
Challenges!• How easy is the on-boarding (very first) challenge to complete? ___/10!• How appealing are the challenges to the described players? __/10 "
(Will the players be intrinsically motivated? e.g. sharing photos let them express themselves)!
• Will there be fresh challenges rolled out? If so, is the schedule well designed? ___/10 #(Also, are the players aware of new challenges periodically?)!
• Are the challenges well thought, relevant to the objectives/goals/problem, instead of being random? ___/10!
• Are the challenges easy to understand? ___/10!• There are not too much and overwhelming number of challenges ___/10!
Feedbacks, Competition!• How clear and frequent are the feedbacks? ___/10!• Are the feedbacks relevant to objective/goals? ___/10!
Some food for thoughts!• What motivates the user to achieve the targeted
behavior? (Every time I want to ______, I use the app)!• Is this a long-term or short-term game? If it is the
former, what are your plans to sustain interest in the long run?!
• Does the challenges increase with difficulty over time to give users a sense of mastery?!
! Download Gametize App for inspirations. ! Go to Slideshare.net/Gametize for more resources. ! For our secret Gametize Playbook and Gamification
for Learning White paper, drop me a note
! [email protected] | @keizng
! Download Gametize App for inspirations. ! Go to Slideshare.net/Gametize for more resources. ! For our secret Gametize Playbook and Gamification
for Learning White paper, drop me a note
! [email protected] | @keizng
“Let’s bring back the Humans and Relationships in HR, and make work more meaningful and happier”
- Yours Truly, Keith Ng, CEO of Gametize!